Some new work

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bubs
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Re: Some new work

Post by bubs » Tue Mar 10, 2015 11:37 pm

As a tip for this kind of scene.... If the scene is taking an age to render because of the 'fog' you can render out a normal scene without fog and then a separate hack of a 'Volume Light Pass' by making all your materials oren-nayar with total black colour, and making lights & standing objects 'invisible to camera'. You can then use the resulting render on an 'screen' layer in Photoshop to achieve the light dispersion effect. This is not how I did the last render, but just an option. Here is the 'Volume Light Pass' render I would get on the above scene.

(Maybe this might be properly integrated as a pass at some time in the future...) :wink:
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Volumetric_Pass.jpg

Nikolaj Knudsen
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Re: Some new work

Post by Nikolaj Knudsen » Wed Mar 11, 2015 8:49 am

nice trick - the silhouette on the last image looks awesome :)

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Oscar J
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Re: Some new work

Post by Oscar J » Wed Mar 11, 2015 8:59 am

Sweet trick bubs, will have to try that some time. :) Really nice work on the concrete, as per usual.

That guy standing there looks rather short by the way. Nothing wrong with that, just saying.

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bubs
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Re: Some new work

Post by bubs » Wed Mar 11, 2015 9:25 am

I thought that too when I first saw it, but it's actually a trick of perspective, because the horizon line is level with the landing, it looks like he's short... He's actually exactly 6ft but standing further away than the perspective suggests...

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Oscar J
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Re: Some new work

Post by Oscar J » Wed Mar 11, 2015 9:38 am

I think it has more to do with that his head is too big for his body actually. :)

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thesquirell
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Re: Some new work

Post by thesquirell » Wed Mar 11, 2015 10:18 am

Bubs, I want to know your secrets behind those nice concrete textures! :D Looks really nice!

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bubs
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Re: Some new work

Post by bubs » Wed Mar 11, 2015 11:20 am

Oscar J wrote:I think it has more to do with that his head is too big for his body actually. :)
:lol: it's a 3D scan of a real person! Poor guy! :lol:
thesquirell wrote:Bubs, I want to know your secrets behind those nice concrete textures! :D Looks really nice!
thanks mate! No secrets just high res textures and maps... The one on the steps is from arroway, the rest I made myself from the internet. Anything in particular you want to know?

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thesquirell
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Re: Some new work

Post by thesquirell » Wed Mar 11, 2015 12:51 pm

It would be smashing to get to know how you control your exponent, the gammas of the maps, IORs. :D

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bubs
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Re: Some new work

Post by bubs » Wed Mar 11, 2015 9:33 pm

I really don't have any hard and fast rules or settings, I normally play about with values until I'm happy with the result... but FYI on the last scene;

Wall Concrete - IOR 2.4 / Albedo (Map Gamma 2.2) / EXP (Map Gamma 2.2 / B 100 / C 5) FRES (Map Gamma 1) / Bump (Map Gamma 2.2 / B 0.0002)
Floor / Steps - IOR 1.2 / Albedo (Map Gamma 2.2) / EXP 300 (No Map) / Bump (Map Gamma 2.2 / B 0.0005)

These wall values might well result in too shiny a finish for a lot of scenes, but in this dark one I thought it worked well. As a general rule for that sort of 'satin sheen' from semi-polished concrete I normally use a high(ish) IOR with a low EXP, but like I said it's always trial and error...

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thesquirell
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Re: Some new work

Post by thesquirell » Fri Mar 13, 2015 5:56 am

Thank you for sharing! I just got caught up with some old threads where I read that you can get more control over your maps if you use high gamma value (4), esp. for exponent, etc., and got a little bit carried away. Your texture work looks amazing, Bubs.

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bubs
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Re: Some new work

Post by bubs » Mon Jun 22, 2015 10:53 pm

quick shot I did for fun, mainly to work on the vegetation, as this showed a nice contrast between a neat lawn and a wild meadow.
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houseA.jpg

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Pibuz
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Re: Some new work

Post by Pibuz » Mon Jun 22, 2015 11:03 pm

Wonderful work on the vegetation bubs! ..a little too...green-ish maybe?
...there is a lot of denoising here, isn't it?

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bubs
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Re: Some new work

Post by bubs » Mon Jun 22, 2015 11:28 pm

Pibuz wrote:...there is a lot of denoising here, isn't it?
Not a lot, just on the windows, forgot to check Arch Glass so they were still really noisy, and as this was only a quick test I couldn't be bothered letting it cook longer! Lazy lazy... might do a region render and drop better glass in.

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thesquirell
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Re: Some new work

Post by thesquirell » Mon Jun 22, 2015 11:52 pm

For a quick run, this looks amazing. The grass/vegetation looks a bit uniform (maybe adding some effector to the population would fix this), and yes...I always cry when I see your textures. Don't know how you do it, but you are texture guru, my man. From the simple stone to everything else.

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bubs
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Re: Some new work

Post by bubs » Tue Jun 23, 2015 9:00 pm

thesquirell wrote:The grass/vegetation looks a bit uniform
You really think so? I thought it was OK actually, i think I'd struggle to get it much better in SketchUp without starting to individually place plants... which I have neither the time or patience to do! :lol: Here's a close up more of the vegetation
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houseB.jpg

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