night illumination test

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paoloverona
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Posts: 435
Joined: Thu Mar 29, 2012 8:40 pm

few time passed till my last post into the gallery (due to the fact that I stopped playing with renders).

From about a week I started again with Octane thanks to some old projects. This is one from my friend, I tried to mimic a "believable" night illumination: no fake lights into the main room, just 2 Octane lights (curtains and retro bar wall) and black body emitter into the diffuse channel of the spots.
The render took 20min. at 6000x4500 px. with PathTracing mode. No post production, just the internal Bloom effect and a touch of Photoshop for denoising the image (I think that the noise into the original output was quite good for 20min cooking: "test_pt.jpg").
Need some impression about how the illumination looks and how it could/should be enhanced.

Thanks a lot :D

Cheers, Paolo
Attachments
test_pt_filter
test_pt_filter
test-pt
test-pt
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bepeg4d
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hi paolo, welcome back :)
very good for only 20 minutes ;)
could you post a downscaled version at 3000 pixel without noise reduction in ps, just for comparrison?
ciao beppe
paoloverona
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Posts: 435
Joined: Thu Mar 29, 2012 8:40 pm

Hi Beppe,
here is the downscaled image with no noise filter applied: not too much difference with the denoised one....and even with the original size (usually I see more "cleaning" with the resizing).
I hope that the illumination is quite "believable" for such kind of scene; I made tons of tests and renders with daylight illumination but really few in night time.
I'll post soon another render from another old project.

Cheers, Paolo
Attachments
half scaled
half scaled
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
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bepeg4d
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ciao paolo and thanks for the downscaled version ;)
your denoised version is definitively much better, well done ;)
about the illumination, maybe you need to adjust a bit the general exposition, it seems a bit too dark for my eyes but the overall impact is very good.
ciao beppe
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ivankio
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Very nice setup. The only CG that broke magic for me were the cans ("Extracola" and the green "Real"). Maybe the need to populate the bottom bottle shelves too.

Aside from that, I feel that's just design choice. I wouldn't use a black body emitter in the spots instead of IES spots. The diffuse emitter provides a too uniform natural overcast light, while I think a narrow spot would be more suited to the typical coffee-bar environment. As is, it feels more like a beauty saloon (if more exposed as suggested by bepeg with a lower gamma or more chrome-ish film - I wouldn't be afraid to get a baroque contrast on luxury-ish themes)

I think the typical coffee-bar theme is around explicitly artificial warm lights and wood. I would try a dark ceiling with narrow and warmer IES spots. The side area lights are nice being cool to ad variety. MAYBE remove a line of spots (either from the bar or above the tables). The bottles stands is very fine.

Note that I'm just throwing some ideas, I really liked your work as is.
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paoloverona
Licensed Customer
Posts: 435
Joined: Thu Mar 29, 2012 8:40 pm

Hi Ivankio,

thanks for all your puntualizations. As for the scene I

I'll certainly try with the IES spots, I'm agree that they could give an interesting light and mood.....I'm only frightened about the noise or the rendering speed).
Could you give me an "idea" (some links to images) of what is a "baroque contrast on luxury-ish themes"

Thanks Paolo
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
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