couple of exterior renders

Please post finished works here.
jdomingo_forum
Posts: 28
Joined: Thu Mar 12, 2009 12:46 pm

Re: couple of exterior renders

Post by jdomingo_forum »

to jure

a follow up, i am also using sphere light, i noticed it render faster than area light.. from the test of 51 sec down to 40 seconds.
-light intnsity 150% , inverse dist 2, colour is linked to skylight
-skylight texture from dpont (130 brightness, and gamma 1.4 and the rest default)
-perspective camera
and kray of course

thanks again

owowow, to all. please comment on my first kray test
jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Re: couple of exterior renders

Post by jure »

jdomingo wrote:to jure

a follow up, i am also using sphere light, i noticed it render faster than area light.. from the test of 51 sec down to 40 seconds.
-light intnsity 150% , inverse dist 2, colour is linked to skylight
-skylight texture from dpont (130 brightness, and gamma 1.4 and the rest default)
-perspective camera
and kray of course

thanks again

owowow, to all. please comment on my first kray test
I didn't know about sphere light rendering faster - interesting. I think you need to use linear workflow to get good bounce light. To do this add KrayQuickLWF to master plugins. Pick gamma 2.2, Affect all. Then in your sunsky plugin also change gamma to 2.2. In Kray main interface panel, on the general tab choose gamma 2.2 too. If this gives you too mush washed out result change it to exponential 4.4 or so...

I have noticed you use realy strong FG settings. I think you should use alot less rays with steps 3 (maybe 100-500). Also your spatial tolerance is realy low. I would try 0.08-0.1 for exteriors.

In the next release we will realease physky plugin and tonemap blending plugin. This will help you to get even nicer images faster. But untill then try my suggestions.
- Jure
jdomingo_forum
Posts: 28
Joined: Thu Mar 12, 2009 12:46 pm

Re: couple of exterior renders

Post by jdomingo_forum »

jure

please find attached. i think it's better than my first try. settings are:
kray gen tab - exponential 3.3, exp. 1.1
LWF - gamma 2.2 affect all (i tried exponential 4.4 on this and my image turn psychedelic) so switch back to gamma 2.2
i took the rest of your suggestions and it makes me smile :)

thanks, looking forward for that new physky and tonemapping script
thanks again
jdomingo_forum
Posts: 28
Joined: Thu Mar 12, 2009 12:46 pm

Re: couple of exterior renders

Post by jdomingo_forum »

forgot to attache, here you go.

cheers
Attachments
0kray002B.jpg
Pheidian
Posts: 186
Joined: Sun Dec 30, 2007 9:40 am

Re: couple of exterior renders

Post by Pheidian »

I think the light setup is ok, but what you need to tweak, is the sun position. It always makes the image look a bit flat when you got the sun shining directly - or almost directly behind the camera (all the front you see is sun lit).

I'd go rotate the sun position so, that it shines from the left side of the building so, that only parts of the front is luminated by the direct sunlight...
jdomingo_forum
Posts: 28
Joined: Thu Mar 12, 2009 12:46 pm

Re: couple of exterior renders

Post by jdomingo_forum »

phedian,
i did this test with rotated sun position and mmmm not what i expected. my groove lines are not showing up. any idea why? and how can i eliminate those bloches at the corner?


jure,

with the new physky plugin, will it generate a cloud like the "ozone 4" of e-onsoftware?

thanks to both
Attachments
0kray004.jpg
0kray003.jpg
jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Re: couple of exterior renders

Post by jure »

jdomingo wrote:phedian,
i did this test with rotated sun position and mmmm not what i expected. my groove lines are not showing up. any idea why? and how can i eliminate those bloches at the corner?


jure,

with the new physky plugin, will it generate a cloud like the "ozone 4" of e-onsoftware?

thanks to both
I think pheidian ment to turn the sun for about 45° not 90°like you did. The front should still be in sun.

About the groove lines - because the facade is in shadow you need better FG solution to catch small shadows. This means you will have to up the passes on FG tab and/or decrease spatial tolerance a bit.

About clouds - there are currently no plans for adding clouds. You can use several procedural textures for clouds or even volumetrics... There are other techinques including transparent planes and such...
- Jure
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