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OB1.7
Posted: Sun May 25, 2008 9:55 pm
by Janusz Biela
test renders from 1.7
Posted: Sun May 25, 2008 10:00 pm
by ana028
Wow Johny..... no comments...
Posted: Mon May 26, 2008 7:01 am
by geo_n
again johny top class renders. always a fan of yours. mind showing your light setup?
Posted: Mon May 26, 2008 10:30 am
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.
Posted: Tue May 27, 2008 2:34 am
by geo_n
Wow so only one lightsource. No kray portals? By bounce do you mean recursions? Thanks.
Posted: Tue May 27, 2008 8:19 am
by nico
Johny_quick, are fantastic render!!!
sorry but where i s the bounces valure? it' the ray recursion limit?
Posted: Tue May 27, 2008 9:26 am
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.
Posted: Tue May 27, 2008 10:17 am
by nico
thank you for the answers

Posted: Tue May 27, 2008 10:43 am
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.....
Posted: Tue May 27, 2008 5:59 pm
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.

Posted: Tue May 27, 2008 9:00 pm
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.

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
Posted: Tue May 27, 2008 10:58 pm
by bigstick
Wow!, I'm really looking forward to seeing the completed images

Posted: Wed May 28, 2008 9:43 pm
by intuition
Jeez Johnny, my only crit is that you don't leave enough room for crits.
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.
Posted: Sat May 31, 2008 9:46 pm
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.
Posted: Sat May 31, 2008 9:47 pm
by Janusz Biela
update