So instancing is only about duplicating geometry? What else would that be useful for other than grass? a row of houses maybe? hmm... I wondering why everyone is so excited about instancing??
What was your light setup? And where can I find a tutorial on how to setup lighting like this. Looks real!
in my 10M of polygons scene I duplicated chairs, sofa, books, home plants, pillows, dishes and many more objects.
The light setup is really simple: a sun
The trick consists to setup well the camera iso, tone mapping and then potoretouching in PS.
You can save the image with different exposures and then overlap them in PS.
Re: instances
Posted: Mon Jun 04, 2012 7:42 am
by 3rdeye
very nice renders mate !! I love them..waiting for octane instance
Re: instances
Posted: Mon Jun 04, 2012 11:24 pm
by acc24ex
but that stuff is for gaming engines, it doesnt do real time rendering..
..
gabriellefx so youre actually using like a HDR technique to enhance renders.. tried that, seemed more work, but it does work, you can control the contrasts that way - even though octane already has a tonemapping setting which is like a hdr, but still if we could control the contrast inside octane like you can on HDR then better renders would come of the box, and not requiring post work (although octane has a pretty good post builtin), this would probably depend if nvidia guys already pushed an algorythm that does that.. now I think I'll try and go back to that technique
Re: instances
Posted: Wed Jun 13, 2012 3:57 am
by kavorka
Hey gabrielefx, I was wondering if you could show the process of saving different exposures and putting together in PS?
Re: instances
Posted: Sun Jun 17, 2012 12:14 pm
by ROUBAL
Hello, Instances are not only useful for trees and grass.
In the attached city scene you will see that there are many repeated objects : Pilasters, Pillars, aligned stones, windows, grid poles of various shapes, vases, car wheels, city lights, and other props.
Most of the props are modelled in detail in order to allow the camera to be put everywhere, as I plan to animate the scene when I will have built an enough large set and finished to model all characters and props.
Currently, my 3GB graphic cards are just enough for such a scene. The ability of using instances will allow much bigger scenes (at least I hope so !)
Re: instances
Posted: Sun Jun 17, 2012 2:22 pm
by acc24ex
there is a HDR feature inside photoshop, i tried that on cs3 or 4.. it didn't give me a lot of options, and everyone recommended photomatix at the time .. did something change in the meanwhile..
basically like on a DSLR you choose exposures one overexposed, one normal and one underexposed - it should be an even number, but i guess if you use the info channel you can easily select the correctly exposed the outside of a window and combine with another that is properly exposed in the dark regions..
another is to load it up in something like photoshop camera raw editor after you combine a few renders in hdrs and then play with sliders, or load it up in photomatix and play with sliders a quicker workflow for me, just drag and drop three files at once and it will try and combine it as it was a photo - the program asks you to specify exposure number, dslr photos have that info inside alredy ..
I guess you can use a lot of techniques here
here's mine with interior and the photomatix HDR - i wanted to get the window to show some colour through so it doesnt burn through completely white, and the room needed some soft brightening (not a complicated scene, but the room looks exactly as if you were there notice the shadows, it is all in the shadows)
and some hair instancing.. also loaded with a lot of polycount
the one with glass people is also HDR tonemapped and instancing ..
so you see, why some of us crave for instancing, for me it's mostly vegetation - it's just beautiful when you get it right..
on a side note, Karba mentioned he worked on multiscatter I think, and Vrayscatter is connected to that (when I looked at the features vrayscatter offered, for grass, it was pretty amazing, with great presets, it's a real challenge getting a realistic grassy look) now it would be perfect if Karba combined the multiscatter with octane, and those fancy grass presets, it would make the whole package worth a lot more