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Thea Renders Studio Shots Practice

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ramzARKI
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Post by vuer12 Sat Jun 02, 2012 9:56 am

Practice ng Thea Render materials and lighting. Rendered using adaptive (biased) bsd. Models came from Viz-people. No post process. Template ko na ito sa susunod na matripan ko magrender sa thea drag and drop lang mula sa browser.
Thea Renders Studio Shots Practice EUqkh
Thea Renders Studio Shots Practice 2Ffst
Thea Renders Studio Shots Practice MZoYX
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Post by dluna Sun Jun 03, 2012 8:40 am

Ganda ng output...gano katagal render ng isang scene sir?
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Post by vuer12 Sun Jun 03, 2012 10:03 am

2000x1500 using bsd or biased render engine 4min po. i7 2600k. 15 min naman kapag TR1(unbiased) 10 passes pero malinaw na

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Post by ramzARKI Sun Jun 03, 2012 12:54 pm

Ang linis..Maadali ba gamitin sir compare to v-ray?
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Post by vuer12 Sun Jun 03, 2012 5:21 pm

di ko po alam subjective kasi ang term na madaling gamitin depende yun sa background knowledge mo at preferences. Pero for me the material creation is easier. sa lighting setup parehas lang. Sa render settings mas mahirap kasi final gather at irradiance eh may parameters lang akong tinandaan pag nagiging complex ang hirap mabalance ang speed at quality. Tr1 at tr2 as usual walang kahirap hirap kasi unbiased maghihintay ka na lang. Instancing is easier din. Gumawa ako ng forest like sa Vue at forest pack pro ang bilis kasi may painter din at syempre may automatic population din(based sa lumang kerkythea) pero may limitation unlike sa vue at carbon scatter na daming controls na based from nature. May resume sa render. Madaling magpack ng materials at scenes unlike sa ibang stand alone. unbiased renderers. Madali din magtimpla ng camera effects dahil sa realtime preview. May presets na sa ies. May presets na sa IORs sa material. maganda din paggawa ng color based from standardized color system. Pwede ka gumawa ng unlimited palette like ral, pantone pwede mo din input yung sa boysen at davies. Madaling mag edit ng texture map pero may limitation compare sa max slate system at ibang softwares na node based. Tighter integration kay motiva colimo (unlimited material options) pero supported din nya ang render passes like others.

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Post by maningdada Sun Jun 03, 2012 7:38 pm

galing inuman na
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Post by totalreal Wed Jun 06, 2012 9:45 am

nice textures and light
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Post by markitekdesign Wed Jun 06, 2012 10:58 am

nice.
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Post by nomeradona Thu Jun 07, 2012 6:28 am

galing mo na sa thea bro..biased yan ha.. render time bro.
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Post by nomeradona Thu Jun 07, 2012 6:29 am

yung 4 mins. pala. can you give me your settings. pagaralan ko ...
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Post by vuer12 Thu Jun 07, 2012 7:39 am

My own medium settings:

Photon Map (pwede disabled kung walang caustics at complex lighting)
1M (pwedeng babaan since studio lang gusto ko lang may makitang konting caustic reflection ng metal)
Global Photons 100 (250 sa interior para mawala yung leak)
global radius .50 (1.50 highest na natry ko na medyo mabilis pa rin)


yung render sa taas nakadisabled sya pati caustics

final gather
1500 sa samples
adaptive steps 4
diffuse step 5
tracing depth 1
glossy depth 1-2

Irradiance Cache
Medium Settings
Accuracy 90
Min distance .50
Max distance 10
Prepass 1/2
Prepass boost 50

Biased RT
Tracing depth 4
Glossy depth 1-2

Environment: HDRI
Camera:
Vista 800

magandang pagpraktisan ang mga maliliit munang scene pero complex na yung materials ( I skipped the lighting since sobrang dali lang naman sa thea ng lighting) (pero di ko pa nagagawa wala pang time)
tapos compare mo yung differences sa History Tab bawat galaw mo sa settings...nasa manual nya yung explanation...about sa presets nakaset yun sa medium pwede na sya for simple scenes at quick test render at kung tinatamad kang mag-isip parang solidrocks...unsuceesful naman sa interior need kasing itaas ang tracing depth

sa interior ito itataas
diffuse depth 5-7
tracing depth 4-7 (tinataasan para mas lumiwanag ang interior at mas makapasok ang ilaw through a glass material like windows or curtain glass wall)


sa Biased RT naman antialising lang ang ginagalaw ko

min 1 max 4 usually
tapos sa contrast 0.01 lang or pwedeng 0.005 lesser noise parehas din sa vray

Perceptual Based Enabled kapag interior na maraming lights(instead of manually tweaking each one of them to ensure noise free render but slower) pag hundreds na ito

yung tracing depth ginagawa kong 5-16 depende kung may refractive material like swimming pool (5 is already high enough) malalaman mo kung pwede na yung values thru thea's realtime preview (adaptive amc)

gaya din ng vray may global at local settings din per material...naka set sa high lahat ang default yung titignan mo yung
sa Materials under General
Perceptual level 100 means physically accurate
kung gagamit ka ng high resolution na textures at realistic na talaga no need to set it 100%...
ito lagi nalilimutan ko lagi lahat ng materials ko 100% kahit high res na ako kaya ang bagal ng render
dito sa renders na sample ko sa taas naka 50 lang yung may mga material maps at 100 naman sa procedurals like metals and plastics.

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Post by nomeradona Fri Jun 08, 2012 7:55 am

bro kumustan naman ang mga transparent glass sa biased ok ba. im very frustrated using amc, biased profgressive etc. puro blackish ang dating. yun lang tlagan tr1 at tr2 and pwede but then ending up with rather longer rendering time. im actually happy with amc basta walang glass.
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Post by nomeradona Fri Jun 08, 2012 7:56 am

thank you pala sa settings. i try ko.
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Post by vuer12 Sun Jun 24, 2012 10:52 am

you'll get black kapag mababa ang tracing depth sa biased rt...under naman sa final gather kahit 0 lang yan pwede na glossy depth naman ang tataasan under final gather...sa vray ang default ay ng reflection/refraction max depth ay 5 lagi...5,7,8,10,12.16,24,32 ka maglalaro. pwede pa tumaas...sa gi naman check mo yung glossy evaluation under final gather at yung glossy depth gawin mong 5-7 para tumagos yung gi sa sa straw.

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