Comments: 27
vmulligan In reply to sevenblah [2008-07-14 04:49:34 +0000 UTC]
Good stuff. I look forward to seeing what you produce when you get your new machine.
All the best.
👍: 0 ⏩: 0
timeslider [2007-12-19 17:42:53 +0000 UTC]
I look likes all you need to do is increase the number of photons and reduce their radii.
👍: 0 ⏩: 1
sevenblah In reply to timeslider [2007-12-20 02:39:11 +0000 UTC]
thanks...
the previous guy had a great tutorial that worked perfect and is now how i do most of my work for interiors.
👍: 0 ⏩: 0
trent28o [2007-11-12 01:53:01 +0000 UTC]
Like siath said, smoothing. you can smooth out a few in PS, but idk 3D wise.
Great though, so real looking!
👍: 0 ⏩: 0
Boyprodigy1 [2007-11-11 17:22:36 +0000 UTC]
Are you talking about how its all speckled? If not ignore the rest of this. If so thats because of volumetrics. Thats inevitable and for the most part is ignored by deviantarts artists. thats why everyone thinks its awesome (which by the way it it. Very creative piece) My critique is that maybe you best option would be to take it into photoshop and fix it up, if you don't like it.
👍: 0 ⏩: 0
Plus-Tech [2007-11-11 06:36:04 +0000 UTC]
that kind of stuff it's produce for que GI, you have to add more bounces and change the shadowmap resolution
Maybe you have that much cuz you have irregulars poligons, if you did that windows with boleans, is probable that you made a lot of trianguls and when the bounces are calculated, can create that effect of brush strokes.
Sorry for my bad english
👍: 0 ⏩: 1
Plus-Tech In reply to Plus-Tech [2007-11-11 17:48:45 +0000 UTC]
if your working with cinema check this site
[link] they have some dvd tutorials that really worth it
👍: 0 ⏩: 0
sonicgirl11 [2007-11-11 05:23:16 +0000 UTC]
I have to agree with ~OneStripe , once you figure out how to fix the problem, remember how you did this because it looks artistic to me.
👍: 0 ⏩: 0
pyrohmstr [2007-11-11 04:30:04 +0000 UTC]
aside from the other lighting things that are specific to your program....the reason i found when i had shadows like that was because i didn't have high enough quality on the GI maps and whatnot.....also you should check your normals...if some of them are reversed then it will cause that weird coloring....second thing to check is whether you have faces on the inside of your object....like that can cause problems with smoothing which could lead to the blotchyness
👍: 0 ⏩: 0
Cowinacan [2007-11-11 03:51:28 +0000 UTC]
Woah thats awesome! Thats the type of your art I like where you're inside of it. Cool mon.
👍: 0 ⏩: 0
gonzalu [2007-11-11 03:04:59 +0000 UTC]
Seven, this is truly awesome... very creative.
I will toss in my two cents on your lighting.
Essentially, you need MORE LIGHT In this case, more global illumination will help.
If using VRay, let me know... I can help with exact settings.
Another trick to use, if you don;t mind faking it, is to throw an OMNI in there and let it glow with a low setting and then increase it to taste. It will be invisible by default anyway just the light will show through.
To help with VRay, increase the subdivisions and make your Irradiance maps BIGGER. Depending on your render output dimensions, you can play with the min/max values in the Irradiance Map.
I find that for deep dark shadow areas, Light Cache as my primary bounce estimator engine works great. But, it is not as EFFICIENT as Irradiance Map.
Brute force will always work, but it eats up CPU.
Finally, if you really don;t care about time to render, you can override pretty much ANY control in VRay by making the DMC sampler really high, I mean like 100 or more. This will essentially overpower every other dial in VRay and makes for very very smooth and correct renders. IT is just a brute force way to pump up everything at the cost of efficiency. It sure is easy.
But, it is NOT ALWAYS great. BE careful with really reflective surfaces that are rough... Chrome is not so bad but speckled metal shaders will kill your render as they have a lot of rays to bounce per pixel. Each bump is a hundred rays to calc.
Feel free to AIM me (I think is in my profile)
Cheers!
👍: 0 ⏩: 0
Ulysses-31 [2007-11-11 02:57:33 +0000 UTC]
What's your renderer? Are you using area lights in addition to GI?
👍: 0 ⏩: 0
TheShadowhisperer [2007-11-11 02:27:25 +0000 UTC]
Sorry but I do not operate the same 3d modelers/renders as you. I apologize for being unable to present assistance.
👍: 0 ⏩: 0
SiathLinux [2007-11-11 02:18:19 +0000 UTC]
What your looking for is called 'smoothing'
But this does look interesting...
👍: 0 ⏩: 0