OB1.7

Please post finished works here.
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Janusz Biela
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OB1.7

Post by Janusz Biela »

test renders from 1.7
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room_bath_A.jpg
room_bath_A.jpg (630.01 KiB) Viewed 9136 times
room_bath_B.jpg
room_bath_B.jpg (365.92 KiB) Viewed 9054 times
room_bath_C.jpg
room_bath_C.jpg (287.86 KiB) Viewed 9084 times
room_bath_D.jpg
room_bath_D.jpg (359.55 KiB) Viewed 9059 times
room_bath_E.jpg
room_bath_E.jpg (375.82 KiB) Viewed 9193 times
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ana028
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Post by ana028 »

Wow Johny..... no comments...
geo_n
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Post by geo_n »

again johny top class renders. always a fan of yours. mind showing your light setup?
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Janusz Biela
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Post by Janusz Biela »

geo_n wrote:again johny top class renders. always a fan of yours. mind showing your light setup?
light setup:

Sunsky.p+Sun, SG_CCFilter, 8 bounce.
geo_n
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Post by geo_n »

Wow so only one lightsource. No kray portals? By bounce do you mean recursions? Thanks.
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nico
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Post by nico »

Johny_quick, are fantastic render!!!

sorry but where i s the bounces valure? it' the ray recursion limit?
Haven1000
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Post by Haven1000 »

nico wrote: the ray recursion limit?
Thats right, the number of bounces is taken from LW ray recursion value, but you can also set it independently with a Kray tailer command, for eg. "recurse 20;" would set the number of bounces to 20.
"Place your vote now for the Kraydar pixel filter"
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nico
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Post by nico »

thank you for the answers :lol:
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Janusz Biela
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Post by Janusz Biela »

geo_n wrote:Wow so only one lightsource. No kray portals? By bounce do you mean recursions? Thanks.
Ach of coarse lightportals in windows.....
bigstick
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Post by bigstick »

Wow - truly amazing! You are at the stage where your renders are so good, the quality of some of the small details lets them down. This isn't a criticism, because for most rendered images, you know its CGI, so don't look too carefully at some of the details. These are so good, that little inconsistencies draw your eye because everything else is so perfect.

For example there is a really nice touch of irregularity in the horizontal lines in the blinds, which is excellent, but at the same time there are no handles on the windows, although they are modelled like opening casements.

Also the texturing on these images isn't quite correct, particularly the grain of the timber texture, which should usually run lengthways e.g shelf under the window - narrow face. In reality, the timber grain on the bed might be different too.

There are real technical reasons for this. Veneer is peeled along the length of the logs, and it comes in longer, narrower strips. Because matching veneer can be tricky, carpenters tend to make best use of it by keeping the grain in the long direction. Standard veneered panels tend to be around 1.2x2.4m, but planks can be longer, but maybe 250mm wide and a maximum of 20mm thick. Anything other than standard sizes (even in individually-designed furniture) is special order, much more expensive and has a long order time. I guess you don't need to know the detail, but it is just background to why the wood grain almost always runs parallel to the long direction.

Also the edges of the books and wicker texture on the chaise longue and wardrobes isn't up to the standard of the rest of the image.

However, to be honest, I'll never approach this standard, it's really stunning, but because you are so good, anything that doesn't immediately look right detracts.

I really feel uncomfortable pointing these things out, because it's so much better than I could produce, even if I spent months trying, but I thought that as you seem to be such a perfectionist, anything that improves the images even more is probably a good thing. :)
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Janusz Biela
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Post by Janusz Biela »

bigstick wrote:Wow - truly amazing! You are at the stage where your renders are so good, the quality of some of the small details lets them down. This isn't a criticism, because for most rendered images, you know its CGI, so don't look too carefully at some of the details. These are so good, that little inconsistencies draw your eye because everything else is so perfect.

For example there is a really nice touch of irregularity in the horizontal lines in the blinds, which is excellent, but at the same time there are no handles on the windows, although they are modelled like opening casements.

Also the texturing on these images isn't quite correct, particularly the grain of the timber texture, which should usually run lengthways e.g shelf under the window - narrow face. In reality, the timber grain on the bed might be different too.

There are real technical reasons for this. Veneer is peeled along the length of the logs, and it comes in longer, narrower strips. Because matching veneer can be tricky, carpenters tend to make best use of it by keeping the grain in the long direction. Standard veneered panels tend to be around 1.2x2.4m, but planks can be longer, but maybe 250mm wide and a maximum of 20mm thick. Anything other than standard sizes (even in individually-designed furniture) is special order, much more expensive and has a long order time. I guess you don't need to know the detail, but it is just background to why the wood grain almost always runs parallel to the long direction.

Also the edges of the books and wicker texture on the chaise longue and wardrobes isn't up to the standard of the rest of the image.

However, to be honest, I'll never approach this standard, it's really stunning, but because you are so good, anything that doesn't immediately look right detracts.

I really feel uncomfortable pointing these things out, because it's so much better than I could produce, even if I spent months trying, but I thought that as you seem to be such a perfectionist, anything that improves the images even more is probably a good thing. :)


:D
Very thanks for some critics (this is best for me).
This render is TEST render (I was test some behaviour Kray)
I concentrate on ENGINE KRAY. I know most problems in this render (many obiects need UVmapping). This scene much stress my computer , need around 2.4 G of RAM for render.... I have 2 Giga....
I tested: speed of translucency, save GI, spot lights near lamps and luminosity (small luminosity inside lamps over bed) background and small lumi surfaces with new shader KrayPhotonNumberMultiplier, amount bounce lights (5-20 bounce), HDR exposure in Image Editor LW (I was render to HDRi), multi textures and gradients on flowers, effect reflection on walls, DoF in LW+difference FSAA in Kray, new setup oversampling, etc.

I back to this scenes when delete some obiects (need free RAM).
thx
bigstick
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Post by bigstick »

Wow!, I'm really looking forward to seeing the completed images :)
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intuition
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Post by intuition »

Jeez Johnny, my only crit is that you don't leave enough room for crits. ;)

:shock:

It is interesting how once you get past a certain level of photorealism in lighting and surfacing that the mind starts to look for finer/smaller elements and details to chase down and find it as CG.

Great stuff none the less.
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Janusz Biela
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Post by Janusz Biela »

update.
SG_CCFilter, 6 bounce, sunsky+SUN on lumi sphere, DoF from real lens camera FSAA G10 BOX filter 0.5, no oversample - standart setup without tailers cmds (only recurse 6; limitdr -1;)
After rendring I used unlinear SG_CCFilter, HDR Exposure 0.8/50%, Corona filter: all in Image Editor in Layout.
Time 1h - 1:30h.
Attachments
room_bath_c.jpg
room_bath_c.jpg (170.28 KiB) Viewed 8978 times
room_bath_b.jpg
room_bath_b.jpg (306.49 KiB) Viewed 8947 times
room_bath_a.jpg
room_bath_a.jpg (432.82 KiB) Viewed 8941 times
Last edited by Janusz Biela on Sat May 31, 2008 9:54 pm, edited 1 time in total.
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Janusz Biela
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Post by Janusz Biela »

update
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