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Some shots of a new project

Posted: Thu Aug 19, 2010 5:47 am
by enricocerica
Hi,

Here are some shots of a new project I'm working on. I made them with direct lighting to get something fast to show to my requester and I was quite happy with the result. Rendering time varies from 30min to 1h30 in 1600, I then reduce them to 1024, some are still a bit noisy, should wait more. Other will come later, also some external views. Can't wait to get my hands on the emiter material to make some night views too. So here they are :

Re: Some shots of a new project

Posted: Thu Aug 19, 2010 6:48 am
by Ice_Juice
Cool work!!!
How you have made a carpet?

Re: Some shots of a new project

Posted: Thu Aug 19, 2010 6:53 am
by justix
Come sempre complimenti :D

Wish I had the time to dedicate it properly and reach your level of details :(

Is the carpet mesh object? does not definitely look like a Bump map.

Bravo

Re: Some shots of a new project

Posted: Fri Aug 20, 2010 4:26 pm
by Zay
I love these! Very nice. Even though pathtracing should be better I still tend to go back and render indoor scenes with directlighting. Not because it is faster but because sometimes it just looks better. Go figure :)

Re: Some shots of a new project

Posted: Fri Aug 20, 2010 9:04 pm
by SurfingAlien
stunning work, as usual... the table shot is really awesome :) (some strange shape for the red wine glass you got there!)

Re: Some shots of a new project

Posted: Sat Aug 21, 2010 7:18 am
by enricocerica
Thanks guys for comments.

@Ice_Juice & Justix: The carpet is made with particles and I used plane instances and an opacity map. This is really efficient with low polys ;) I use the same principle for the grass which works fine from an view angle but if you change view angle you should re-orient the planes.

@Zay: Usually I use pathtracing as it produces much real results mainly because with directlighting you don't have any indirect light, I had to make them quickly so I used directlighting and indeed I was quite happy with the result.

Re: Some shots of a new project

Posted: Sat Aug 21, 2010 10:15 am
by [gk]
One thing to note is that you can fake Indirects with material emmiters.
This is how the early fake GI renders was made with scanlines before radiosity was interiduced.

So as long you have a basic knowledge where light would infact bounce, you could add helper ommiters.

The technic is ancient but extremly efficient.

A good idea would be to render an indirect illumination pass in the host app which you would use as a guide to add the 2-3 most dominant factors in.

Not you enricocerica :)
Just talking in general technics using Direct light modes with helpers.

Re: Some shots of a new project

Posted: Sat Aug 21, 2010 11:29 am
by Cronicash
It is an older technique, but its also bias vs unbiased is'int it? A material emitting light is'int generically a direct coloration of that materials emittance say when you take a piece of brass it wont always reflect in a gold manner/ emittance depending on surrounding light. Faking ambient occlusion is not easy imo. Would be a nice technique to learn if results can be achieved as accurately as the unbias methods. Now theres a challange ;)

I thought scanline was the old mental ray and vray render algorithm used where a large part of the bias render was rasterized for the best part with z buffered ambient traces (which was doing exactly whats been said above) Im pretty sure some games are using this method too...

Re: Some shots of a new project

Posted: Sat Aug 21, 2010 11:52 am
by [gk]
Its ok to fake whatever you can.
Direct light is already fake in terms of realism however with the right amount and a couple of ao passes you can get near realistic imagry, that for a cg artist is hard to determin, let alone the client will have no clue what so ever.
So I say if you can fake your way out of a situation, do it by all means.
With or without material emmitters simulating Indirect light.

Re: Some shots of a new project

Posted: Sat Aug 21, 2010 4:14 pm
by adrencg
That looks so great.

I have to ask, how is everyone getting that vibrant, colorful look with Octane? Everything I do seems to be monotone and all of the colors are muted.

Can someone post an OCs of a basic scene setup so I can see what the secret is?