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Re: A classical bathroom

Posted: Sun Jan 11, 2015 4:47 pm
by nuno1980
PAQUITO wrote:I wouldn´t say those are bad images. Would you?
DL kernel is much less photorealistic than PT or PMC. DL does never get almost true photorealistic and gets "cartoons".
Do you understand well? ;)

I always used PMC kernel (no "caustic blur") running GTX 480 (died - RMA to replace to new GTX 670) and GTX 580 3GB (freeze issue for few games - I'm RMA...) and I'm not worried despite long render (hours about caustics only) but my images get almost true photorealistic. :)

Re: A classical bathroom

Posted: Sun Jan 11, 2015 8:54 pm
by lucioing
My though is that he can reach that result, using DL... it does mean, that he is very, very competent, accomplished...
Bravo!
In other hand, I think he couldn't post NO MORE LONGER his images: he demoralize us! :( :( :(

L.


PS Please, continue to post... please... ;) ;) ;)

Re: A classical bathroom

Posted: Tue Jan 13, 2015 2:42 pm
by resmas
PAQUITO wrote:I wouldn´t say those are bad images. Would you?

Great DL renders mate.
Learned a lot from your posts.

Well done.


nuno1980 wrote:
PAQUITO wrote:I wouldn´t say those are bad images. Would you?
DL kernel is much less photorealistic than PT or PMC. DL does never get almost true photorealistic and gets "cartoons".
Do you understand well? ;)

I always used PMC kernel (no "caustic blur") running GTX 480 (died - RMA to replace to new GTX 670) and GTX 580 3GB (freeze issue for few games - I'm RMA...) and I'm not worried despite long render (hours about caustics only) but my images get almost true photorealistic. :)
About Nuno1980 ---- after so many negative posts in other people work we are still waiting to see 1 rendered image made by you. And then we can see the photorealistic results.

cheers
resmas

Re: A classical bathroom

Posted: Tue Jan 13, 2015 3:58 pm
by PAQUITO
After seeing some other nuno´s comments, seems like he is in some way obssesed with photorealism and PT/PMC kernel :P

So, here is the orbx file so you (or anyone else) can download it. nuno, please throw a render with PT/PMC to check render times and difference of quality and decide if we shouldn´t use DL in a real world production.

You´re welcome.

Other than that, thanks guys for your kind comments.

Re: A classical bathroom

Posted: Tue Jan 13, 2015 6:13 pm
by itsallgoode9
unless i missed it, i didn't see the times posted? just curious.

you seriously need to add at least a little it of basic roughness and bump to the tiles and a some roughness to the porcelain. it would take like 2 seconds to add that in and it would improve the images a ton.

The images are very nice for Direct but those glaring, basic oversights make it feel extremely amateurish IMO. Of course, there could be reasoning for leaving that out, but I can't really see any since it is such a quick adjustment.

Re: A classical bathroom

Posted: Tue Jan 13, 2015 6:45 pm
by PAQUITO
Yes, I added a bit of bump mapping and reflection mapping to that materials, but too little, I guess.
About the reflections, I wanted to mimic the reference image I had (I submit it in this very post). Maybe I should a some roughness to it, just a little tiny bit of it to avoid that raytrace looking effect, yeah.

Re: A classical bathroom

Posted: Tue Jan 13, 2015 7:27 pm
by itsallgoode9
exactlly, it has a ray traced feel right now which working roughness would help alot. One last quick suggestion;: I'd render out an object id real quick and pump up the levels on the porcelain toilet and sink to get it brighter. that's another big thing that's causing it to feel raytraced. i think those things are looking dull just due to limitation of DL kernel. Doing that and the reflection roughness are both real quick and would solidly bring it out of that raytraced feel.

Re: A classical bathroom

Posted: Wed Jan 14, 2015 6:03 am
by glimpse
Nice as always, PAQUITO!

The Only question, how You manage to remove that tint (usually blueish)?

DL could give great results (but it's lit bit more complex) & takes more time to tweak, though in the hands of good artist can be very useful tool & render time is impossible to beat is with PT or PMC. & Thanks for the scene it will be interesting to see the setup!

Re: A classical bathroom

Posted: Wed Jan 14, 2015 12:33 pm
by resmas
glimpse wrote:Nice as always, PAQUITO!

The Only question, how You manage to remove that tint (usually blueish)?

DL could give great results (but it's lit bit more complex) & takes more time to tweak, though in the hands of good artist can be very useful tool & render time is impossible to beat is with PT or PMC. & Thanks for the scene it will be interesting to see the setup!

Hello Glimpse, in DL AO, I most of the times, use the White Point in "imager" tab to blend the colors. Other is the temperature of the emitter.

Most of the times I get some cool results, but now with "coherent ratio" and "GI Clamp" Difuse and PT are really fast.

About 3min render in DL Diffuse with 2gtx590 - not final product.... its a WIP, with client at my side changing materials and objects. Modeled and rendered inside SU with Octane.
WC1 (1).jpg
WC2 (1).jpg

Thank you Paquito for sharing the file, its really great to see your setup.


cheers
resmas

Re: A classical bathroom

Posted: Wed Jan 14, 2015 1:58 pm
by PAQUITO
glimpse wrote:The Only question, how You manage to remove that tint (usually blueish)?
I guess you are talking about the blueish tint you get in DL when using the sky environment. In this scene I use a blue emitter combined with a white environment. Also I use to make a white balance at the end (with the white point tool).