Wednesday, April 27, 2016

The Last Vray...

Wellington Street, St Kilda

The final rendering delivered with Vray. I like the composition on this shot. This is the last of my Vray works for now, I may come back in the near future depending on how things go for us with Corona. Render times are still a bit long and still missing a few important features like light selects, however I think its pretty good for daily use. Post work produced by Stuart Wilson from UA Creative. 

Friday, April 1, 2016

Corona Facade

This image is a set of 4, the only one of which was done in Corona for comparison (Facade 4). The lighting is a bit earlier in the evening compared to the others but we wanted to create a different feel for the more contemporary house. This is my first production render with Corona for an external. The materials were created fresh for the scene, all the vegetation was done with ForestPro and Growfx. Ill be learning more of GrowFX as the seeding allows you to create completely unique trees each time. I wanted to add a foreground tree but for the clients purpose we wanted to show the projection to the left side. Stuart Wilson worked on the Post Production for this.

Facade 4 - Corona

Facade 3 - Vray

Facade 2 - Vray

Facade 1 - Vray

Simple Vray Walkthrough Animation

A short tutorial on speeding up the Vray Walkthrough Animation process. A big thanks to Zac Arato - he informed me on how to do this process and has saved me lots of time and human error.

Simple Vray Walkthrough Animation 

Friday, February 26, 2016

Corona vs Vray

I have finally had a little R&D time at work and decided to see what all the hype was about on Cgpress about the Corona update... I have to say Im quite impressed. (I havent looked at Corona since 0.6)

I converted a scene using the built in converter (piece of cake), adjusted the vegetation materials exactly as Juraj explains here Corona Forum and then hit render. Wow, I think ill be looking into this a little more!

These are just raw renders - no post production applied.



I had a few questions from the maxforums community which I should clarify in these renders.

Cool stuff, why is your whitebalance so different?

Hard to tell which one I prefer... but after careful deliberation, I think the corona one is more like a photo to me. If you look at the table in the foreground, the vray one appears more speckled.

So what were the rendertimes?

ijzerman: thanks for noticing, I forgot to mention in my excitement that the white balance is different as the frame buffer in Corona is a little more flexible - you can adjust the camera exposure controls and render settings - while you render. I will also mention that the exposure is different as I have adjusted it while rendering.

herfst1: I agree, every test so far appears to me like Corona's lighting is far more intricate, I did some evermotion interiors and it picks up massive details in items such as the leaves, petals on flowers, glass refraction, lighting around fabrics and you can notice the ceiling is receiving more light around the windows and around where the tv unit would be on the wall you can see the colour bleed under the timber veneer. The timber coffee table also has a higher range of colour and seems 'flat' in vray.

Octopuzzy: glad you asked, these are both 2000px renders and from what I remember the vray one took about 45 mintues to 1 hour. The Corona render took about 10 minutes.

I will showcase a start to end render as I believe setting up the materials from scratch will produce a far better result however a 'converted' scene which is 1 click of a button was quite impressive - apart from the plants ofcourse, but this was due to the plants being 'optimised' for vray which makes them look rather shitty usually anyway. Most renders ive seen with Corona the plants look amazing - take a look at Gabriel Saunders to understand what I mean.

Another thing I have noticed is that coming from a vray background and working with a post team, they could never understand why some materials set up well in a morning scene had to be re tweaked for a dusk scene - even when correct lumen values were used for lights and camera settings were matched from photography. I never really thought anything of it - until I played with this renderer. I'm convinced that even bold colours - strong bright teals, reds, yellows will not clash as they tend to appear in real life in forms of books, bean bags, vases, feature walls etc. However a constant challenge in artistic direction is to match your 'hues' or get your values to blend well - as you can see from the colourful binds on the books this doesn't seem to be a problem, and is my next test for Corona. I want to see how colours blend together and how materials transfer between differently lit scenes. This could save me a lot of time fidgeting in either post or 3D due to a realistic outcome.

Another thing I have noticed about the lighting and detail is - that first window on the right actually had a 1mm gap between the 2 panels, this was apparent in Corona until I moved it. The light leak stopped - which meant that 1. modelling needs to be pretty much 100% accurate and 2. that the engine was able to pick up a 1mm gap and work with it accordingly. Also, the bump values and colour corrections are very noticeable on a small scale - meaning that a hue change of 2-5% was noticeable, and sometimes I have to change hues dramatically in vray to notice an affect, this is quite easy to manage in Corona

edit; one last thing I noticed was that the latest materials offered by vray on cgpress are vrscans, these are 'physically accuriate materials scanned via photography' and unfortunately as a long time vray user - I am terribly unimpressed with the results. They are flat, they do not match the photo taken and to be totally honest a let down as a 'new' technology. more on this here for examples of what I mean

Evermotion Test Scene 



Wednesday, February 10, 2016

Rayfire, Multitexture & Render Settings

As promised, I have created a tutorial which will get some variation in your scenes very quickly, model different types of matrix/timber cladding, tiles, bricks and easily adjust them based on the revisions - this includes walls and ceilings. There is also a quick run down on vray3 render settings - this will always be different per project but a good base for your highres.

Rayfire, Multitexture & Render Settings

Wednesday, December 9, 2015

Linear Workflow Tutorial

I have created a simple tutorial to simplify linear workflow for the reason that people are still struggling keeping their scenes linear for consitency and color matching. You can read more about it in the tutorial section. Ill be following this tutorial up with my render settings for vray 3.3 - which is suspiciously similar to Vlado's ;)

3D Studio Max/Vray Gamma & Color Mapping

Tuesday, September 22, 2015

1 Collings Street

Just finished working on a great project with Archestral Designs Pty Ltd. Credits to Chealse Vo for the amazing post production work and Adele Bates for the Interior Styling. I wish we could have kept the flowers in the living room!

Raw renders for comparison

Heres a sneak peak of what Ill be posting to my blog in the next update. A new rendering method (based on vlado's recent youtube video), a lighting/camera setup based on the new 3ds max physical camera/HDRI setup and vray 3.2, the new Rayfire bricks modifier to add cladding/matrix/brick modelling detail to any floor, wall or ceiling, and some quick texturing methods to randomise your entire scene in minutes using multitexture and random id's.