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EAlexander

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Posts posted by EAlexander

  1. 1 hour ago, HappyPolygon said:


    Was that traditional modeling (static) or some more complex rig (parametric) ?

    Was it done in C4D or some plant generator (TreeIt, PlantFactory, SteedTree) ?

    Hi, those are all from the Forester extension pack 2, but I played with the materials and upped the translucency. Rendered with Corona. 

  2. 13 minutes ago, DasFrodo said:

    Interesting... the hair looks way more photorealistic than the skin.

    No SSS on the Skin since its a game engine.  Never going to be perfect, but it's pretty good for what it is.  I also tossed two point lights in there, so lighting is unforgiving at this point.

     

    Started playing with the face rig.

    MetaHuman_UE_Test11.png

    MetaHuman_UE_Test12.png

  3. I would also add to this good list of notes that the reflections in the metal have nothing to do with the roof surround. The tone of the roof tiles would tint and alter the look of the lower metal sides. Also check your perspective. 

     

    Have you looked into shadow catchers at all or camera calibration? There are techniques for placing 3d objects into 2d images. 

  4. 45 minutes ago, clarence said:

    Beautiful : ) It would be interesting to see a short tutorial on how you worked with lighting and materials in the chair scenes. The renders have a lovely “minimalistic luxury” look that’s not easy to achieve. 

    HI - thank you.  I would just give away the scene, but there are material and lighting assets in there I'm not authorized to share, but here is a breakdown.

     

    The chair model is free on CGTrader.com

    The lighting HDR map is from https://www.pingo.nu/vfxtools and there are some free samples - I believe the one I used is part of the free samples, but downsized.

    Materials are straight from Polligon.com, though I add a color correction to the wood diffuse and usually dial in the reflection myself, but minimal tweaking.

    Just using a standard Shadow Catcher material to create a seamless background.

    I'm using a LUT inside of Corona, but no prost production.  I played with camera settings ISO: 1600 and F-Stop at F-16.

    EA_Chair_Assembly01.png

    EA_Chair_Assembly02.png

  5. For the flowers and the chairs, I've been trying no post work at all, but I am using some tone mapping adjustments and LUT in render. 

     

    Avoiding using exposure adjustment and have turned on photographic exposure in the camera, so adjusting brightness with film speed and f stop. 

     

    Highlight compression around 4 or 5

     

    Contrast up to 4

     

    I can't remember which LUTs I use, but I usually knock down the strength of it to 50%

     

    The art gallery fountain shots I did last week were graded in post and I feel like I get heavy handed and mushy with images really quickly. So these were and experiment in getting it set in render and leaving it. As is. 

  6. It's true - it is not zippy.  Mostly I want them to stay CPU so they keep all their focus on one track and keep maturing the software at a good pace.  I haven't tried v8 yet as I'm mid way though too many projects to change over now, but there are some nice new features like Splicer.

     

     

    04.02 Montbretia & Cenizo

    04_02_Flower_Montbretia_v01.jpg

    04_02_Flower_Cenizo_v01.jpg

  7. It is true, I put a lot of effort into generating defects, after years of trying to hide them in photos. Lately I've been trying to off-center and angle my render cameras a bit. So easy to dial it in to 0 on X and 90 on H. A few degrees off makes a difference. 

  8. 4 hours ago, DasFrodo said:

    Man, I just love the way Corona looks.

     

    Now if it only also had a GPU mode 😞

    I dunno - I haven't written off CPU rendering.  Maybe if I did animation I would care more.  I like the speed of Redshift, but Coronas VFB gets me there fast enough for look dev and for stills, final render times are still great with a threadripper.  I'm glad I didn't have to navigate the GPU landscape and market for the last few years - brutal and expensive.  I worked for so many years with physical renderer and 3-4 hour renders for one still, that it all still seems amazing and magic to me.

  9. HI,

     

    You can go to FILE>Save Project with Assets and it will save a cinema file and collect all the assets from your hard drive and put them in a tex folder right next to your cinema file.  You can send this to the client if they want it as a native Cinema4d file.  You could also export the model as .OBJ or .FBX which are pretty normal formats for exchange, but then you will have to send the jpegs separately.  If you are sending the Cinema4d file - they will need Octane to render it just as you have.

     

    e.

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