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File: IMG_20161203_085144.jpg (1.45 MB, 2160x2160)
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RRT: Render Rate Thread!
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File: Beach room.png (2.94 MB, 1920x1080)
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>>542805
Looks alright but you should add some grass and a better back drop.
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>>542807
everything is way to clean.
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>>542808
>Living in a pigsty
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>>542805
jpeg artifacts / 10
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>>542812
>Anything that isn't immaculate to the point of looking CG = pigsty
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>>542812
First time I hear Lambert is a real world resource you can make chairs out of.
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>>542817

Most 3d artists go way overboard with the "distressed" or "wear and tear" bullshit.
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>>542828
That isn't relevant to my point. Adding an appropriate level of wear and tear so that your cg interiors don't look so cg doesn't make them look like a pigsty.
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File: key3.jpg (745 KB, 1600x1200)
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Finally got a card good enough to experiment with GPU rendering.

I was able to slap together three simple materials in under 10 minutes, adjust them in real time and then render the entire image in under 1 minute. Never going back to CPU based rendering.
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>>542846
this is real life, you can see the watermark, it is hard to detect
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>>542817
I was just joking. What can I do to make it look a little dirtier?
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>>542852
That's just the water mark on the free HDR image I'm using to light the scene.

How would the presence of a watermark prove that a picture wasn't CG, anyway?
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>>542846
This makes my dick hard. Which renderer are you using?
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>>542863
https://fstormrender.ru/

It's coded by a single guy (who also happens to have done most of the work on Octane). It's not nearly as feature complete as, say, VRay, but unlike with Octane requested features actually get added all the time.

It's also 100% free until the official release.
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>>542852
You retard look at the background. If this was a photo why would the edges in the DoF blur be jagged? Why would a polished marble bench top in real life have such a wavy, repeating reflection? The tools are too consistently scratched. Just look at the handle / loop of one of those steel keys. What part of that looks even remotely realistic?
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the water is shit, I know; is there any way to make a decent ocean with the ocean shader in Maya 2015?
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>>542807
Anon that it way too clean, you do need to add some "wear and tear". But to me it looks like a great work on progress. Your wall on the right side doesn't look like it mixes with the out side walls. But it is looking very good and promising :)
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>>542813
I exported it as Png, but I ripped this off of my Instagram profile. That is why it is a jpg :/
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muh album logo
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>>542909
It's not because of your image, it's the background texture that looks like an upscaled low res jpeg with a ton of compression. The jpeg compression of Instagram won't bother anyone. Shitty textures, though, will.
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File: final2.png (1.77 MB, 1444x812)
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giz a rate
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>>542917
It's nice, I just have nitpicks:

Something's bugging my eye when I look at the lower right side where the alabaster cash register meets the wooden cash drawer

The wall looks like wood veneer the way the wood grain stretches.

I don't really like the composition of the shot, I didn't put a Golden Ratio / 3rds grid thing across it to check but I'm pretty sure it's off

While the alabaster counter top points my eye towards the register, and the dark area on the right points my eye to the register, the wood panel wall and bright spot actually draws my eye away (to the left) and up, instead of down and toward
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>>542846

The marks on the brass looking pins look too uniform.
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File: ShotAPost.jpg (844 KB, 1200x900)
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Still working on this, feedback is appreciated.
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>>542908
So what can I do to make it look not too clean?
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>>542923
colour of the wood looks shit. You're free to choose whatever kind of wood you ant. Might as well choose something that looks nice.
Feels a little bit too dark / lacking in contrast.
There's definitely too much CA. I don't think an interior render should have any CA.

Maybe add a knife and a juicer to the bench top next to the sliced oranges just to give it a little bit more life.
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>>542927
All good points, noted.
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>>542926
Honestly, you don't need excessive wear as much as more accurate materials, with some decent bump and reflection maps.

The main problem is that your materials all receive and reflect light uniformly. Most noticeably on the brick (both types), chair on the left, most wood elements, and whatever your floor is made of.

Try to understand how these materials are composed in real life, and break them down in diffuse, reflection, and bump passes. Look up guides on rendering materials, they'll help.

The one thing that could probably use some dirt/wear is any smooth surface with reflections that would realistically get a little worn down (like your floor), it's not absolutely necessary on say, a chair, but your chair should have a damn bump map or at the very least some diffuse and reflection textures to show it's made out of wood.
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>>542917
If it's not just a prop but a still image you're composing, try moving the register a tad bit to the right, add something on the counter and maybe hang a picture on the wall or something. It's very empty right now. Aside from what that other poster wrote, it's really good.
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>>542923
Aside from what has been mentioned already, the image looks very noisy/grainy overall. Take a look at the different render passes and determine where the noise is coming from, then adjust the samples in the lights, materials or render settings accordingly.
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>>542919
True, but, as I said, it was a quick 10 minute experiment. If I'd been a bit more serious about it I probably would have introduced either a more varied bump map, or multiple maps blended together using a procedural texture as a mask.
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>>542926
I don't know if I already said this but add some clothes over a hanger. It out a TV in the scene, make it look like some one from up north came down to Florida and rented a condo.
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>>542926
Also, put some towels on the ground make it look like some one just came in from the beach. And maybe a dog sitting infront if the window. Just some ideas but it is your project and your art :)
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>>542805
With higher settings Anon, this would be Le Petit Prince material. It fits the mood well
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>>542917
Don't use chromatic aberration.
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>>543263
Why? It looks good when used as minimally as it is there. I see it used to the point of it hurting your eyes and I hate that as much as the next person, but it's barely noticeable here..
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>>543286
it's actually pretty heavy on this render, along with camera effects

keep in mind CA isn't necessarily bad, it appeals to normies and triggers autists on 4chan, but if you're looking for a job and use too much of it art directors will know you don't have any taste
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>>543286
If you are going for a (vintage) photographic look its ok-ish to use CA, but it needs to be realistic in combination with the other film effects. (turn it down a notch)
I would encourage you to look up old photographs and play around with the different film effects.
Vignette, Bokeh, film-grain, lensdistortion, different film-looks and LUTs.
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Learning FStorm
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>>543338
Grain/10

your lighting/exposure seems okay, but I'm guessing your diffuse materials are way too light. I'm assuming your chair and floor are both intended to be wood, but the chair looks almost white and the floor *is* white, which is weird.
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>>542807
It´s lacking some varyíng specularity
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End frame from a 10 college project animation.
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>>543807
Here's another render for a different class.
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>>543338
10/10 would sit



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