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Andrew West

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Thanks Andrew! Nice pictures.

 

Here is my work. Done in the end of Nowember, can't remember the rendering time. I'm allready doing all the rendering with V-Ray.

Quality and speed are in a good balance for my needs. Integration with formZ needs still some ironing, but I'm sure it will get better.  

I also invested a new GTX 1080 card, it really speeds up the rendering.

 

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Thanks Andrew! Nice pictures.

 

Here is my work. Done in the end of Nowember, can't remember the rendering time. I'm allready doing all the rendering with V-Ray.

Quality and speed are in a good balance for my needs. Integration with formZ needs still some ironing, but I'm sure it will get better.  

I also invested a new GTX 1080 card, it really speeds up the rendering.

 

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Very nice but the floor looks like you could ice skate on it.  I find that with my floors I set the diffuse reflection to be a light grey and my gloss to be about 0.6 to 0.7 to get good results.  Keep up the good work.

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Another test image.  The final will have a floral center piece on the dining room table.  This is another example of why I need a  fast render engine.  The client just called and wanted the fireplace completely redesigned.  Luckily this only took 20 min to output at 4000 px wide.

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hi - just a cpuple of quick renders of a simple prototype mech pencil - these took about 5 mins each - i'm quite happy with the soft look for these however have not really played with the options for denoising etc yet.

I have done a small amount of tweaking on the materials to get better imitation of the real life end point plastics and metals and this only has 2 vray lights - a dome and a small cone at 30%.

About to start testing some architectural environments in more detail over the next week.

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Here's a couple more fun test renders exploring some of the more expanded features of VRay settings. Nothing special... just quick tests i have been doing to see how some of the features work with materials, lights and camera settings etc.

They are a bit eclectic but the point was to try as many of the typical use features out as possible and combine them in ways that i would typically be doing with my usual design and illustration work.

 

This is just a quick model of a glass jar and lid with some fluids to see how reflections and transparency altered the time of rendering.

I made the jar and lid up in about 10 minutes so there is not a lot of fully accurate detail in them. This one took about an hour to fully complete the render at 3000x1700. It has a low level sunlight, dome in the foreground and one fill wide cone light set to a low level. The orange back wall is an orange translucent plastic as you would find in a kitchen bench splashback or wall and the bench top is a laminate slightly textured surface.

That liquid is a generic VRMAT olive oil.

I'm still not sure about the hard shadows and would like to see more options for setting those.

You can see the result in the hard shadow on the orange wall of the jar - its accurate but its too hard.

I tried to set a depth of field defocus but have not got my head around how that works yet fully in this VRAY plugin - if in fact it does work yet. This might handle the hard shadows and blur them out a bit.

I set a small camera vignette for this one and you can see a slight darkening on the corners to draw visual focus back on the jars ad the wall highlight.

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This one is a more open expanded scene with a prototype 3D printed building kit system I was working on a while back. This rendered quite fast and was complete in about 15 minutes at 3000 x 2250. It is again using a relatively low light evening view. It uses a range of fairly true to life like materials including foam, some fur and some crazy tree leave alpha maps for effect. I did not spend a lot of time on converting the materials from the original renderzone files and it shows in some of the degraded geometry. However i was quite mazed at how fast it chewed through the geometry and rendered an ok image with out too much work.

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note to anyone - I'm still waiting for the fur gravity to be fixed...

And this latest issued version of formz 9999 and VRay 1148 is taking up some serious time in loading files and unloading them and sucking up available memory - unlike the previous beta. I've been having lots of crashes and timeouts where the Mac appears to be doing nothing.

But i've been impressed enough so far to go ahead and buy a license - hopefully things will get smoothed out...

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I got the license too. I love vrscene files. They can include lights, infite plane, materials etc. I find that placing some of this, like trees, with heavy geometry is buggy. I click to place and suddenly it places the previous vrscene file a few hundred feet away. So I abort the operation. And start over, and this time it does put in the right scene file, only, again a few hundred feet away.

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Thanks to all for sharing your images keep them coming. We love to see what you have been able to create!

 

We are working on the issues reported here.

 

nano, can you please check you file search paths settings (in the V-Ray settings->resources->file search paths and in the Preferences->file search paths? We have noticed that through the different beta versions is possible to get duplicate entries which can cause slow performance opening files.

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A few more interesting (to me at least) tests regarding depth of field and denoising.

Now that I've had some time to do more relevant testing the vray depth of field and general camera settings are working very well for me - or at least i understand them better. It is nice to have a genuine photo oriented range of settings that actually reflect 'real life' photography settings.

Although i quite like the soft and almost pointillist results generally for many image applications the denoising seems to be working well for reducing some of the fine dot 'chaff'. It will obviously be tricky to get the correct settings for the types of imaging situations - eg. in the examples i have provided  there are fine grid shadows on the walls and floor that come from a steel insect mesh that has backlighting and the fine lines disappear.

However i have found in the past that many people respond negatively to 'dotty' soft images and having a clearly defined edge and surface area gets a more positive  response.

 

Here are 3 images of some quickly modelled pencils and compass etc sitting on ruled paper.

One has no depth of field and the focus is constant into the distance.

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One has the depth of field turned on and is focussed on the second pencil. ( The vray focus tool does seem to work but i don fully understand it's use and parameters yet.

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and a reference image from a different angle with a  glass of liquid.

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Here are 3 test architectural scene images from a small house environment.

They have simple sunlight and some IES wall lights on plywood lined walls.

The open deck area in the back is usually covered with a mesh insect screen  and there is light coming from above and behind though wall cavities and some with glass areas that has similar mesh screens filtering the light coming in seen here.

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then i removed the back deck mesh screen and replaced it with a simple glass plate and this is what i got with denoise on and off.

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There appear to be nothing positive and negative effects to the detail...

 

and here's one from an open area using just wooden chairs and tables to test lighting & depth focussed on the second table in - and with denoise turned on. This is only a tinted yellow sunlight and 4 low level cones from above to fill.

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Generally i've been finding these render times to be around 15-30 minutes depending on the amount of model data and surfaces that use reflections and transparency and translucency. But still very impressive time results i think for crude unoptimised test files.

 

 

 

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Edited by nano
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I could not edit the previous post and had issues with the images loading correctly inline in the post so i'm just adding a few additional images here.

And sorry about the spellcheck text errors above that have made some sentences appear irrational.

 

This is pretty typical illustration work that I do and i'm finding the results very satisfying especially as the images are generally rendering in under 5 minutes at around 3000 pixels wide etc.

 

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These are using no denoise as it seems to flatten then out and create nasty pixelated artefacts.

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I'm finding that to get past this I'm simply rendering the images at a larger size and everything simply smooths out on post production of the image.

 

And this was the second image of the tables and chairs showing the depth effect setting the camera lens to F1.2 and then use the VRay set focus tool on a nearby object.

I now this is a feature generally available in VRay and other renderers but it's good to know how it works in this current beta plugin within the confines of the FormZ camera setups - so i'm being thorough in testing the options methodically and hope you find this useful as a test you can't be bothered to do yourself.

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  • 2 weeks later...

Second view.  Rendered in 14 minutes

 

Improved lighting and materials on this one.  To light this scene I used a series of light planes just outside the glass, make sure they are pointed inward, then I used two boxes floating in the middle of the space that I turned into mesh lights.  Make sure those don't intersect with any geometry.  After rendering and saving out all the maps separately I brought the image map into Photoshop and layered the reflection map over the top of it.  Set the reflection map to Soft Light and then reduce the transparency as needed.  I played around with the depth map but the client didn't like that effect.  Looking forward to messing around with the other maps in the future.

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Here is another shot.  For comparison I did this in Maxwell and it looked a bit better but took 15 hours.  This rendered in 17 minutes using V-ray.  I have not tried GPU rendering yet as my trials were having all sorts of issues.  Once they get the bugs worked out I expect even faster render times.  Hopefully. 

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Finally got some decent exterior renders going.  Tip:  when saving your render separate out all the different channels that you want.  The ones I use a lot are the reflective, dept and highlight gloss channels.  Then bring your main image into photoshop and lay the reflective channel over the top, set the layer mode to Screen and lower the opacity.  Adjust the curves as needed.  Then do the same with the other channels. One thing I can't quite figure out is why my render window does not show the overall reflectivity/glossiness of my materials in the preview.  I get some reflections but almost no gloss.  That can only be brought back in using Photoshop layers. 

 

I would love to hear what glass materials people are using at this time.  I have played with the pre packaged materials and I have found that each needs to be modified to work correctly. 

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Yes i'm finding that most work time atm is actually editing and building new libraries of materials such as various types of glass, metal and plastics - especially translucent. The default glass and metal ranges just have not worked well for me for any of the architectural environments so far. I have had to build new ones for just about every base metal and surface finish. Although the default set are useful reference starters - it would be nice to have access to items like the Chaosgroup VRScans material libraries - but scanning my own textures atm seems to be working well so far - if a little tedious -especially the photoshop work. And deciding which base material setup to use takes a lot of reference reading... and then endless test renders.

 

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For the record Corey has warned me a couple of times about using materials that we find on the web.  They can cause all sorts of problems and I can verify this.  I believe that the materials packaged with V-ray are okay but from my experience I too need to substantially modify them for my use.  There was not a single glass material that worked the way I wanted so I created a few.  The rest of my architectural materials can easily be used with the standard Generic translation engine.  Once I load my map I then change the reflection color to a lighter grey (black by default for some reason) and then I change my gloss factor to something realistic.  High gloss would be .95 and matte would be .25.  Correct me if I am wrong. 

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  • 2 months later...
  • 2 weeks later...

One more from the archives of last month. I used a V-ray sun light for the shadows, a dome light for atmosphere, mesh lights to illuminate the interior and a few cone lights on the exterior.  It is worth noting that no matter how many cone and mesh lights I introduced I saw no decrease in performance on the render.  A weird but welcome discovery.  Now I can keep introducing lots of light sources without fear of waiting until I grow old to see the final render. 

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