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Some Kind of a Still Life

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Some Kind of a Still Life

Post Mon Apr 20, 2015 9:06 pm

Hi,
some stuff from several projects(I am working on) thrown together to form something like a room mood setting or a still life ... I don't know. Just wanted to try something. Thanks for watching.
Attachments
White_Wall_Post_01_Q3.jpg
downscaled version
Ninetycho
 
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Re: Some Kind of a Still Life

Post Tue Apr 21, 2015 9:08 am

Nice ! settings ?
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Samo
 
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Re: Some Kind of a Still Life

Post Tue Apr 21, 2015 8:56 pm

Thank you.
Just saw my image on FB .. really nice, thanks :D
Pretty low settings but still took some time to render.
Attachments
Setup_Settings.jpg
Behind the scene of the scene..
Ninetycho
 
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Re: Some Kind of a Still Life

Post Wed Apr 22, 2015 12:12 am

Nice floorboard textures. With those and the displacement there is probably some RAM useage. :)

You could turn down Search Count(250) and Final Gather bounces(3) to reduce the render times, and use adaptive sampling also, but it may not make much difference with all that geometry to calculate.

Gamma out 2.2 is wrong for rendering into Blender as it expects gamma 1.0.
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stoneage
 
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Re: Some Kind of a Still Life

Post Thu Apr 23, 2015 6:53 pm

Thanks for that Gamma Output tip(have to change my workflow from now on).
It renders that long because of that lamps, because they have all mesh lights on.
I thought the higher the search count, the more precise is the photon map right?
Ninetycho
 
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Re: Some Kind of a Still Life

Post Thu Apr 23, 2015 7:04 pm

Amazingly good work :P
Jakerlund
 
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Re: Some Kind of a Still Life

Post Thu Apr 23, 2015 7:57 pm

Ninetycho wrote:I thought the higher the search count, the more precise is the photon map right?

Not necessarily. With a large search radius and little direct illumination it might simply take longer to find 800. But finding more photons to average with will give a better lighting calculation, so, yes.

I believe the process is to search the whole user defined search radius, unless the search count is reached first. If there are a lot of photons, having a high search count forces Yafaray to spend time counting more of them and where it doesn't find enough it will be forced to search the whole radius looking for them. With a relatively small search radius it will possibly spend time searching for photons that it won't find.

So, if the search count is lower, it might quit looking sooner. :)
I found this useful in understanding photon mapping:- https://docs.google.com/document/d/1OZF ... edit?pli=1

How does the photon map look, is it nicely blurry?
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stoneage
 
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Re: Some Kind of a Still Life

Post Fri Apr 24, 2015 9:50 am

Thanks Jakerlund^^ ...

Thanks stoneage for that information
I read that photon mapping guide a few times but it does not describe search count that deep i think just that higher values are "better", so i assumed i can put higher values than 350.
So higher search count assumes that there are alot of photons on a relatively small area?

The FG Map has only some black spots on the displaced wall.
Attachments
p4m_sr005_sc800.jpg
FG Map
Ninetycho
 
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Re: Some Kind of a Still Life

Post Tue Apr 28, 2015 12:00 pm

Ninetycho wrote:The FG Map has only some black spots on the displaced wall.
Possibly bounced hits from the mannequin's black dress.
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stoneage
 
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Re: Some Kind of a Still Life

Post Tue Apr 28, 2015 12:57 pm

Hey! Very nice! Could you please show the plant/leaf material settings?
jarmaizsolt
 
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Re: Some Kind of a Still Life

Post Tue Apr 28, 2015 9:52 pm

stoneage wrote:
Ninetycho wrote:The FG Map has only some black spots on the displaced wall.
Possibly bounced hits from the mannequin's black dress.

Is something like that really possible?
But it is just on the wall and not on other objects..
Ninetycho
 
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Re: Some Kind of a Still Life

Post Tue Apr 28, 2015 9:57 pm

jarmaizsolt wrote:Hey! Very nice! Could you please show the plant/leaf material settings?

Thanks ^^
Of course have fun(and do not forget to put a "nice" texture in the diffuse slots in both materials ;D).
Attachments
Palm_Leaf_Shader.jpg
Ninetycho
 
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Re: Some Kind of a Still Life

Post Tue Apr 28, 2015 11:20 pm

Ninetycho wrote:Is something like that really possible?
But it is just on the wall and not on other objects..
I believe secondary hits carry some of the colour from the objects they already collided with. That's how we get GI. But the only way to be sure is to render the photon map again, without the dress. It could be the photon map isn't optimised........
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stoneage
 
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Re: Some Kind of a Still Life

Post Wed Apr 29, 2015 7:18 pm

Well the black spots are not from the dress they are from the displaced wall...
Attachments
No_Dress_No_Displacement.jpg
Left: No Dress | Right: Without Displacement on Wall
Ninetycho
 
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