The Beach House

Get feedback from others on your works in progress
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manitwo
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Post by manitwo » Mon Aug 06, 2007 7:01 am

looks really promising matsta. 8)

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CoolColJ
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Post by CoolColJ » Mon Aug 06, 2007 11:13 am

for reinhard tone mapping -

I normally set the burn until the brightest area of the scene has detail or just slightly whited out. Then leave postS at 1 and use PreS as a exposure control.

Now with indoor scenes with some outdoor, you may find the burn number maxed all the way to 10, if that is the case then you will have to move the PostS below 1 as needed.

Anyway I think it is a given that with indoor scenes, just like in real life cameras if you have a bright outdoor light coming in and your focusing on it, the scene will ether be right inside, but over exposed outside or vice versa

in your case possibly the sky is too bright, maybe try lower sun angles and higher turbidity. Also add surrounding objects to block the light as it would in real life with other buildings and walls etc

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matsta
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Post by matsta » Mon Aug 06, 2007 5:11 pm

hey guys

thanks alot coolcoj for that advice. ok i re rendered last night, same scene just using only emiiters, values set to 150 and 17.5, once again it took FOREVER to resolve but the end product is my best so far, all i need now is curtains on the windows :P
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im1186333965.png
12 hour render still noisy
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CoolColJ
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Post by CoolColJ » Mon Aug 06, 2007 5:19 pm

lol that's pretty quick render if you ask me :)
what system are you running?

BTW stair legs not quite touching floor

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matsta
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Post by matsta » Mon Aug 06, 2007 5:27 pm

erm... its long for me :O im running c2d e6400 overclocked to 2.8ghz, 2 gigs team elite ram and 8800gts. normally resolves much quicker. the floor legs actually are touching its just a stupid flaw in the design of them that makes it look like they aren't :(

greetz
mat

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CoolColJ
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Post by CoolColJ » Mon Aug 06, 2007 5:30 pm

ahh that's pretty quick then, at least for me, since I'm here on a P4 Northwood 3.2ghz :lol:

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Kosmokrator
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Post by Kosmokrator » Tue Aug 07, 2007 7:31 am

keep it up...going fine!!!! :wink:
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
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MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
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OnoSendai
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Post by OnoSendai » Tue Aug 07, 2007 11:13 am

matsta:
btw, it might be kind of slow to render due to the high reflectivity of the walls.

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matsta
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Post by matsta » Tue Aug 07, 2007 5:29 pm

lol ono, u mean the floor?

anyway i get wat ur putting down, im going to try one today wiith diffuse shaders only. except for the windows.
Attachments
im1186409732.png
only sunsky!
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OnoSendai
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Post by OnoSendai » Tue Aug 07, 2007 5:44 pm

No matsta,
When you have a room with high albedo (fraction of light reflected), the light rays need to bounce around for longer. It doesn't matter if the material is phong or diffuse, it only matters how much light is reflected in any direction.

BbB
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Post by BbB » Tue Aug 07, 2007 8:14 pm

What colour are your walls (RGB)? Also, back to the sunlight/emitter issue, why not render two pics and composite? That's my last resort solution when everything fails.

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CoolColJ
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Post by CoolColJ » Tue Aug 07, 2007 8:35 pm

reduce max number of bounces?

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matsta
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Post by matsta » Wed Aug 08, 2007 12:51 am

hmm thanks guys, will give the reduced bounces a go

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deltaepsylon
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Post by deltaepsylon » Thu Aug 09, 2007 7:47 am

this looks very promising and nice, especially the second to last pic you posted (the very clean one)

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OnoSendai
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Post by OnoSendai » Thu Aug 09, 2007 11:05 am

Reducing the max number of bounces will help, but bear in mind that is a biased hack :)

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