Smashpapst (IV): Work in Progress / Testrender Thread

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smashpapst
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Smashpapst (IV): Work in Progress / Testrender Thread

Post by smashpapst » Thu Sep 15, 2011 9:22 pm

Hello and welcome to my WIP/Test Thread. Comments are appreciated 8)
Attachments
RAUM_2_ind3-scene3_12Kspp_1h_07m.jpg
just a lighting test
RAUM_2_ind3-scene3b_1600spp_2h_07m.jpg
better light
RAUM_2_ind05-scene copy.jpg
dont like the light

smashpapst
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by smashpapst » Sun Sep 18, 2011 9:46 pm

Some Updates. I am not satisfied with the look. Looks too artificial..
Attachments
RAUM_2_ind10-scene.jpg
Board. Painting shader to improve

smashpapst
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by smashpapst » Sun Sep 18, 2011 9:46 pm

The 2nd try
Attachments
RAUM_2_ind09_[18_09_2011_00_06_10].jpg
4500spp

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CTZn
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by CTZn » Mon Sep 19, 2011 12:11 am

Hi, I like your approach with rendering; the results are dark on my CRT display, but that makes a difference in feeding the eye, renders cosier.

I think that the render that you are finding too artificial may be showing too much neutral and flat surfaces ?
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ENSLAVER
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by ENSLAVER » Mon Sep 19, 2011 11:35 pm

Awesome renders. I like the contrast, specially the lamps reflections on the floor.

StompinTom
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by StompinTom » Thu Sep 22, 2011 9:58 pm

Love the moods! Makes the images 10 times more effective, even if they're not completely modeled/detailed.

Keep detailing, round/bevel the corners of the plaster/drywall walls, texture more surfaces and this could be really great.

The images do seem underexposed, but I don't think that's a problem at all. Underexposure can be used very nicely to portray moods and especially well if you contrast it with moments or accents of brightness. Keep it going!

smashpapst
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by smashpapst » Wed Nov 30, 2011 12:18 am

Hi,
back again with tests. How come that a >9Kspp image looks still that grainy? I am using Exitportals, HDR-Environment and two emitters behind DiffuseThinSSS. Do u have any hints on improving the performance of the scene?

Img attached,
greets
Attachments
RAUM_2_mx23_VRAYTEST_HDRSKY_CAPRET_19_INDTEST02-sceneTEST_9200spp_1.jpg
9200spp // ~240perSec // ~12h

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CTZn
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by CTZn » Wed Nov 30, 2011 1:09 am

You can add a large reflector behind the camera, or even make it an emitter put on a separate and dimmed layer.

The foreground is lit indirectly while other parts of the scene are directly lit hence the sampling discrepancies. This trick will allow you to control noise of indirectly lit areas.

Amazing work !
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smashpapst
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by smashpapst » Wed Nov 30, 2011 4:39 am

Thanks for your reply, highly honoured CTZn.

The reason I don't like that 'fill lights' is, that it reduced these unbiased 'dramatic shadows'. I'll give that a try, although I'd prefer an other solution.

Attached a five minute version, which I like more than the 10+h image.

Greets,
smash
Attachments
RAUM_2_mx23_VRAYTEST_HDRSKY_CAPRET_19_INDTEST01-scene_DIFF.jpg
5min render

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CTZn
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Re: Smashpapst (IV): Work in Progress / Testrender Thread

Post by CTZn » Wed Nov 30, 2011 5:45 am

Back-lit scenes will always be tricky to render.

I just posted a few hints regarding the lighting setup, the MLT speckles in your scene are hinting me toward important discrepancies in powers for lamps against the environment could it be ?

Best is to first address the sampling performance of each light source compared with the others without touching the layers. Then dim the later as required.

Thank you to keep us posted !
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