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  1. #61
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    Pan3sar's Avatar
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    It's probably post work, pre post work, could be mr photographic filter too, I think I changed the highlights/midtones/shadows on there.
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  2. #62
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    hmm i don't like this one as much as your previous ones to be honest. The idea is good, but still the carpaints feels dull and likes it misses something, the other renders didn't have that.


  3. #63
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    The second attachment look better than the first one, IMO, i think that was the best render i ever saw lately ... so, there is no reason run PS to adjust contrast/brightness if the car carpaint is bright, along with background... I would only just change hues cool mood. You know, I don't really like to use VRay or MR Skies, because they have nothing to reflect on carpaint.If I were you, I d try to look for 360 panorama sky texture or HDRI as IBL/Reflection. And use VRay?MR sun as actual light source, this would have give you better reflection, shades, and etc.

    Hope my pointers help you.


  4. #64
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    Pan3sar's Avatar
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    @ Erik - Hopefully better now?

    @ EquiNOX - I know hdri is a better solution, but I always end up having them appearing pixelated, or rather "zoomed in" too much, and you can't adjust that - meh will find a solution once I practice outdoor rendering, first to master the studio =p

    New render, pre post, and postwork
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  5. #65
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    Looking good, you re getting there. I believe your light intensity is bit too much. You can clearly see amount of light bounce underneath car which fade out the shadow.. If you haven't add gradient, you should... This would give soft shades surround car. Keep it up.


  6. #66
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    Pan3sar's Avatar
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    thanks man, I tried playing around with the lights but results were just getting poorer and poorer

    So, I decided to work on that warehouse scene, make it less stupid.

    I wasn't planning on showing this until I had something decent, but I have a major problem.

    I've attached the half-rendering - 38mins it took

    The problem is that in order to use mr sun and sky to light interior spaces, you need mr portals around the windows. Fair enough, they're there, but I need to tick shadows on for them too, which isn't so good, unless I go to 256 samples, I get black patches with noisy edges for shadows. The problem is if I put that high samples, the render time increases ridiculously, I mean I haven't made all the geometry, and the car is pretty quick to render. (In the rendering only the side windows have the shadows enabled - and it seems shadows don't show up unless all portals have them enabled.)

    Fair enough if took long with high render settings, but FG is set to draft, GI has like 20000 rays per point, but it takes less than 10 seconds to compute. The filter is set to mitchell (other ones are rubbish imo) and only the walls and floor have AO set in the material options with 32 samples which isn't much.

    So does anyone know how to reduce rendertime but increase the quality - and don't say buy more ram, I'm at max capacity of this comp.

    Image shows render with high samples (only two lights), render with low samples (all lights- notice the black stuff), and my scene setup.
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  7. #67
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    EquiNOX's Avatar
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    Quote Originally Posted by Pan3sar View Post
    thanks man, I tried playing around with the lights but results were just getting poorer and poorer

    So, I decided to work on that warehouse scene, make it less stupid.

    I wasn't planning on showing this until I had something decent, but I have a major problem.

    I've attached the half-rendering - 38mins it took

    The problem is that in order to use mr sun and sky to light interior spaces, you need mr portals around the windows. Fair enough, they're there, but I need to tick shadows on for them too, which isn't so good, unless I go to 256 samples, I get black patches with noisy edges for shadows. The problem is if I put that high samples, the render time increases ridiculously, I mean I haven't made all the geometry, and the car is pretty quick to render. (In the rendering only the side windows have the shadows enabled - and it seems shadows don't show up unless all portals have them enabled.)

    Fair enough if took long with high render settings, but FG is set to draft, GI has like 20000 rays per point, but it takes less than 10 seconds to compute. The filter is set to mitchell (other ones are rubbish imo) and only the walls and floor have AO set in the material options with 32 samples which isn't much.

    So does anyone know how to reduce rendertime but increase the quality - and don't say buy more ram, I'm at max capacity of this comp.

    Image shows render with high samples (only two lights), render with low samples (all lights- notice the black stuff), and my scene setup.
    I don't know much about MR or their settings... But in theory, I think the problem was --> 4 light sources + MRSun in scene... Let me guess, its photometric light right?? If so... its probablly too much...Its just that you created thousand and thousand or maybe even million light "ray" bounces and photon emitters depending on photometric intensity... It delays your render time since it takes while to calculate light bounces, emitter and shadows......Think it like million of superball (known as bounciest ball in world) falling from roof and constantly bouncing on ground then to the wall then to Ferrari and etc... And it would take you hours and hours for you count them all (luckily your pc calculates faster than human brain)... Memory has nothing to do with it, Most render speed relies on Processors or GPU.... The more Processors the faster render creates. So....

    Solution,

    Replace MR sun to Direct Light... Direct light do not create photon (I think) or is much lesser than MR Sun.Or you can remove all 4 photometer lights and use Skylight or Self illuminated plane instead.

    I believe this will reduce your render speed dramatically

    All of theory I provide you was based on my experience with VRay render engine, and I believe it applies same for MR render
    So, give it a try and see how it affects for you.


  8. #68
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    Erik_S's Avatar
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    oh man i missed this completely. Sorry i am not a MR user so i can't help you. But i do like the scene a lot, hope you get it fixed soon This is gonna be a killer!


  9. #69
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    The scene is good but i'd like to see a close up also.
    I like the shot posted at this page top but the car is to far from camera imo.


  10. #70
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    Pan3sar's Avatar
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    Thanks guys,

    EquiNOX- yeah they do provide quicker rendering times, but the quality is not the same, unfortunately only photometric lights will give the right lighting I want, not to mention shadows. Those lights are sky Portals, without them very little light comes through the windows, and messing around with exposure values lets me light up the entire scene using only the sun and sky, but it makes the highlights far too bright. I have came with some sort of solution, I fixed the GI, so it comes out smoother, and I don't need to go as high in the shadow sample range, using 32 now. I also removed the AO addition in the materials, probably easier doing an AO pass instead and compositing it. This render took 48 odd mins. Not great, but it's better and I think I could live with that time for final renders (probably looking at just over an hour which should be reasonable) I've found some nice MR blogs where I've found how to do some things more properly, so going to keep looking to refine it so I have an optimum solution/

    Erik - haha, got a couple of weeks for studying, but might be able to do some work on this.

    Outsider - I will do close ups and things later, once this scene is refined properly. Most of the previous renders are tests, just trying to understand MR more, but yeah I will have some nice angles, and close ups later.

    Okay so here's a slightly better solution, 48mins. I'm ok with that, can take samples down and render within 5-10mins, which is alright, and the region render is good for small areas. Only problem I have is - look at the car, the car paint is pretty much refined, but because the car is far away, the highlights look pixelated, I understand that they are small highlights, but is there any way to smooth them out (don't have a tablet for postwork), I was thinking using glare, but it's a pita to set right - always need to change the thing for different angles.
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    T A 2 2]
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  11. #71
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    i find it rather long, 48 mins for no picture


  12. #72
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    Pan3sar's Avatar
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    hah, cheers =p

    Okay so here's a slightly better solution, 48mins. I'm ok with that, can take samples down and render within 5-10mins, which is alright, and the region render is good for small areas. Only problem I have is - look at the car, the car paint is pretty much refined, but because the car is far away, the highlights look pixelated, I understand that they are small highlights, but is there any way to smooth them out (don't have a tablet for postwork), I was thinking using glare, but it's a pita to set right - always need to change the thing for different angles.
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    T A 2 2]
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  13. #73
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    looks good, i don't know how to help you on the white reflections thingy. In vray happens it to me if the intensity of the lights is too high. Maybe you can put the car a bit to the front, i find it rather small atm.


  14. #74
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    Pan3sar's Avatar
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    yeah, thing is lights are all default which is usually low, but I can control it with the filters. But yeah I will move the car once I get most of the small details in. Just wait =D
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  15. #75
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    I didn't check this one before, this is going to be sweet mate, for sure. I think what you did is one of the directions you can take yes! but what you can do to get rid of the extra rendering time, is to delete all those extra lights, you probably are working with raytrace shadows and those calculations are killing your procesor, it doesn't have anything to do with the ram memory.


    Just lit the scene with the physical sun & sky light. on the light properties, find the gamma correction node which is the jerk resposable for blowing up to with the composition. Turn the gamma value down, by default it is setup to 2.200, that is way to high if you are using FG use a low amount of rays too, accuracy to 100 or 150 tops. I hope this image will help somehow.

    cheers!
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    Last edited by LuisNieves; 04-06-2011 at 05:27 PM.


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