Comments on finished work
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redmotion
- Posts: 150
- Joined: 09 Jun 2009, 16:38
- Location: London
Post
by redmotion » 10 Apr 2010, 07:44
Hi Everyone.
Just a redo of an old scene (with some remodelling, new material settings). An experiment using passes instead of a straight one-off render like I would usually do. Comped/colour-graded in the FX Tree with a couple of tweaks in Photoshop. (SI2010)
Image
building_closeup1_sm.jpg
Passes
building1_passes_sm.jpg
I understand it looks a little "lifeless" without things inside the buildings or on the balconies (like plant pots, etc). I may fix this later.
'Original render size:1920x1080 (render times for passes)
'Albedo
'wallclock 0:00:56.54 for rendering
'AO <- may try baking this with higher settings (using second unique UVs projection for animation)
'wallclock 0:07:09.58 for rendering
'FG
'wallclock 0:02:31.26 for computing finalgather points <- (will be pregenerated for animation)
'wallclock 0:04:08.25 for rendering
'metal
'wallclock 0:02:21.31 for rendering
'highlight
'0:03:27.49 for rendering
'Depth
'wallclock 0:00:28.69 for rendering
'background
'wallclock 0:00:16.28 for rendering
'white matte
'wallclock 0:00:37.99 for rendering
'glass <- The main bottleneck!
'wallclock 0:26:03.71 for rendering
'with bump res increased wallclock 0:50:34.96 for rendering (probably should lower)
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Hirazi Blue
- Administrator
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- Joined: 04 Jun 2009, 10:15
Post
by Hirazi Blue » 10 Apr 2010, 10:01
So no one told you it's expressly forbidden to do ArchViz in Softimage?
No seriously, looks good!!!
Stay safe, sane & healthy!
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mtea
- Posts: 25
- Joined: 12 Jun 2009, 08:36
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by mtea » 14 Apr 2010, 10:35
it looks really great..very realistic..mostly arch viz are illustrated, but i like this look more:)
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farhaad_yousefi
- Posts: 178
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by farhaad_yousefi » 16 Apr 2010, 14:29
cool.!!
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farhaad_yousefi
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by farhaad_yousefi » 16 Apr 2010, 14:31
Hirazi Blue wrote:So no one told you it's expressly forbidden to do ArchViz in Softimage?
No seriously, looks good!!!

, ;)
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Alul
- Posts: 7
- Joined: 08 May 2010, 11:24
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by Alul » 12 May 2010, 00:03
Can you explain me your way of setting up albedo pass please?
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redmotion
- Posts: 150
- Joined: 09 Jun 2009, 16:38
- Location: London
Post
by redmotion » 13 May 2010, 12:34
The long way!
I created a new pass and made new materials that were constant shaders with the diffuse texture maps plugged into diffuse ports. Then I created partitions to which I assigned each material and then dropped the correct objects into their respective partitions.
Its definitely not the best way because if it was a real-life production and I had to say, change the timber slats to brick, I'd have to update more than just one material (for specular pass etc).
Probably the better way is to use a single material for each material and use overrides and partitions to turn off things like specular reflections, shadows, etc (or override one material shader type with another without needing to add the textures in the override render tree - but I'm clueless about that!)
Anyway, I did it like this because I could break the final image down into pieces and work on individual elements, like just specular, or just reflections.
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Alul
- Posts: 7
- Joined: 08 May 2010, 11:24
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by Alul » 13 May 2010, 14:46
Thanks. Long way is really time consumed.
I figured out some solution but, still its time consuming. I'm reconnecting textures from diffuse to ambient for each material (non architecture materials like phong) and then, i render it with "ambient pass" preset.