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Post by virus Sun Apr 26, 2009 6:28 am

gud pm po mga cgpips... first composition ko po. This is my first time to model and render in max. Gabay ko po ung tutorial na nkapost sa evermotion na my link sa tutorial section dito(salamat kay master bokkins). hindi ko na po sinunod lahat. medyo mabigat na e. bale 2 nyts ko po ginawa pati render.

model and rendering done in max 2009+vray+konting PS=satisfaction thumbsup

ung BG sa PS na po un


PC specs.
Intel Core 2 Duo 1.8ghz
3gb ram
256 mb video Card
win vista x64

render time: 3 hrs 24 mins. 40 s

output: 3072x2304

ask po ako ng tulong kung pano mapabilis ang render time.(o un po tlga kaya ng PC ko?) Tas suggestions na rin po pra mag improve. try ko po gawa ng iba nxt time. eto lng po ang kaya ko sa ngaun..


Very Happy



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settings

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Wires

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baka kelangan din po.

Very Happy

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Post by arkiedmund Sun Apr 26, 2009 6:52 am

Ok naman, nasunod mo nga yung tutorial ng tama.

-Camera correction bro..para maging tama ang mga verticals mo.

Good start...
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Post by j o v e n Sun Apr 26, 2009 7:00 am

ayos to bro.
medyo mataas camera mas maganda if eye level lang ng persons ht. pero kung preferred mo yan.
medyo blurry
mas mabilis ang adaptive subd based on my exp,
malaki din masyado output size kya matagal, pero kung ganyan klaki reqt. mo ok n.
try mo render adaptive subd then catmull for anti aliasing
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Post by virus Sun Apr 26, 2009 7:01 am

arkiedmund wrote:Ok naman, nasunod mo nga yung tutorial ng tama.

-Camera correction bro..para maging tama ang mga verticals mo.

Good start...

Salamat po Master Edmund.. about po dun sa render time. ok po ba ung 3 hrs sa output na un..?
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Post by virus Sun Apr 26, 2009 7:03 am

j o v e n wrote:ayos to bro.
medyo mataas camera mas maganda if eye level lang ng persons ht. pero kung preferred mo yan.
medyo blurry
mas mabilis ang adaptive subd based on my exp,
malaki din masyado output size kya matagal, pero kung ganyan klaki reqt. mo ok n.
try mo render adaptive subd then catmull for anti aliasing

cge po master joven. try ko po gawin pag my free time ulit.. salamat po sa pagreply.
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Post by arkiedmund Sun Apr 26, 2009 7:07 am

@virus:

Parang mabagal considering na konti lang naman laman ng scene mo....at core 2 ang rig mo...i think kahit 3000plus pa ang image size, it should be a bit faster.
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Post by bokkins Sun Apr 26, 2009 7:12 am

very nice bro. nasundan mo lahat and the output is very good.

Since ok ka na sa pagrender. ito naman ang next step.
1. Lower mo yung camera to 1.2m-1.6m from the ground (eye level).
2. Apply mo ng camera correction na makikita mo pag ngright click ka sa while selected ang camera.
3. Taasan mo ang mga shadow subdivs ng ilaw mo, from 8 gawin mong 16-20.
4. Sa irradiance map, gawin mo lang very low instead na medium-animation.
5. Sa Vray:indirect illumination(GI), gawin mong 0.8 ang lightcache.
6. sa lightcache. gawin mo lang 100-500 ang value.
7. try mo render to sa 800x600, 1600x1200 at sa current resolution mo.

I think reasonable na ang 3hrs sa ganyan kalaki. good luck bro!
2thumbsup buttrock
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Post by virus Sun Apr 26, 2009 7:18 am

@bokkins:

noted po lahat ng coment nyo.
try ko po ulit mgrender pag my free time.. thumbsup
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Post by vamp_lestat Mon Apr 27, 2009 10:13 am

nice practice bro... sir bokkins comments is very good... just to add on it.. i guess ung medium-animation is best used kapag ur making animation.. but on stills... ung normal lang gamitin mo. perfect ung background mo for me.
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Post by zildian_nico Mon Apr 27, 2009 10:24 am

di man aq magaling pro try mo e2 na settings.....

reduce ang render time....
VRay - Rendering an interior scene tutorial

Search Keywords: interior, lighting an interior
Note: The scene for this tutorial is provided by Wouter Wynen from Aversis (http://www.aversis.be/). For further discussion of this topic, see this topic on the VRay forum.
Part I: Adjusting the GI settings
Step 1. First render
1.1. Open the scene (which can be found here).
1.2. Assign VRay as the current renderer.
Since the default VRay settings are not very well suited for a fast initial preview, we'll make a few quick adjustments before the first render.
1.3. Check the Override mtl option in the Global switches rollout, click the button next to it and select a default VRayMtl material.
1.4. Set the Image sampler type to Fixed.
1.5. Set the resolution to 400 x 325.
1.6. Set the Region size in the System rollout to 32 x 32 pixels.
1.7. Optionally, you can turn on the Frame stamp to print the render time on the image.
1.8. Render the scene:

Step 2. GI preview
2.1. Turn GI on from the Indirect illumination rollout.
2.2. Select Light map as both the primary and secondary GI engine.
2.3. In the Light cache rollout, set the Subdivs to 500, since we want only a fast preview. We'll return this to 1000 for the final rendering.
2.4. Set the Interp. samples of the light map to 5 for a faster rendering.
2.4. Turn on the Show calc phase option for the light map.
2.5. Render:

The result is quite noisy, but it does give a good idea of what the scene lighting is like.
Step 3: Tweaks
3.1. Since the scene looks too dark, we would like to brighten it a bit. There are several ways to do this. One is to increase the power of the lights. However, this will make the directly lit areas of the image, like the patch of sunlight, too bright while indirectly lit regions will remain relatively dark. Here is an example of this (all lights are x 2):

You can see that the increased light power has made the image brighter, and also has increased the contrast of the lighting. The scene still looks dark though. We can increase the light power even further, but this will blow out the directly lit areas too much, and will slow down the GI calculations later on. So, instead of increasing light power, we will simply make the material brighter.
3.2. Go to the Material Edtior and put the default VRayMtl in one of the slots (it shows up as being used in the "Environment" in the Material/Maps browser).
3.3. Make the diffuse color of the material RGB (200,200,200).
3.4. Render

The result is much better. We still have the same amount of light entering the scene, but it is bounced around more and thus increases the overall brightness of the scene.
At this point, you can adjust the ratio, color etc of the lights, while getting a relatively fast feedback on the lighting.
Step 4. Better GI.
The GI settings that we used are good mostly for fast previews, while you are still adjusting the scene. Once you have settled on the parameters of the lights, it's time to refine the GI solution.
4.1. Set the primary GI engine to Irradiance map.
4.2. Select a Medium preset for the irradiance map.
4.3. Turn the Show calc phase option for the irradiance map on.
4.4. Render the scene.
Rendering takes more time now as VRay needs to calculate a more precise GI solution.

Step 5: Better antialiasing and less noise
The GI looks ok now, but we still have no antialiasing and there is noise from the area light at the window. We'll deal with those now.
5.1. Set the Image sampler type to Adaptive QMC.
5.2. Turn GI off.
5.3. Render

We do have antialiasing now, but the noise is even worse. We'll adjust the QMC sampler to improve that.
5.4. Set the Min. samples of the QMC sampler to 16 and the Noise threshold to 0.002.
5.5. Render.

The noise is less, but there is still some of it. Reducing the Noise threshold and increasing the Min. samples any more will not help. We simply need more samples for the area light. One way to do that is to go to the parameters of the VRayLight and increase the subdivs. However, if you have many lights in the scene, this is quite a lot of clicking. Instead, we will use the Global subdivs multiplier to do that.
5.6. Set the Global subdivs multiplier to 4.0 and render:

There is still some noise, but we can continue to increase the Global subdivs multiplier until the result is good enough; 16.0 seems to be a good value.
5.7. Set the Global subdivs multiplier to 16.0 and render:

Step 6. Final rendering with GI
The increased Global subdivs multiplier affects the irradiance map too, so if we render now with GI, it will be too slow. We'll need to do some adjustments.
6.1. Turn GI on.
6.2. Set the Hemispheric subdivs for the irradiance map to 8.0 to compensate for the increased Global subdivs multiplier.
6.3. Render

This completes the first part of the tutorial. In the next part, we'll add the scene materials.
Part II: Rendering with materials
Step 1. Rendering with materials
1.1. Turn the Override mtl option in the Global switches rollout off.
1.2. Turn on the reflection/refraction Max depth limit in the same rollout.
1.3. Turn GI off.
1.4. Set the Noise treshold of the QMC sampler to 0.005 for faster previews.
1.5. Render.

Step 2. Preview materials with GI on
2.1. Turn GI on.
2.2. For faster previews set the primary engine to Light cache .
2.3. Render

At this point you can adjust your scene materials while getting fast previews of how the will look in the scene.
Step 3. Better GI with the materials
3.1. Set the primary engine to Irradiance map.
3.2. Set the QMC Noise threshold to 0.002.
3.3. Set the light cache Subdivs to 1000.
3.4. Set the light cache Sample size to 0.03 (this will make the light cache a little smoother and slightly faster).
3.4. Render.

This is the final image that we will render at full res in the next part.
Part III: Rendering the final image
We now have to render the final image.
Step 1. Adjusting VRay for larger resolution
1.1. Set the resolution to 1600 x 1300.
1.2. Set the render region size to 64 x 64.
We will need to adjust the irradiance map parameters: since we increased the resolution twice, we can decrease the irradiance map Min and Max rate by 2.
1.3. Set the irradiance map preset to Custom.
1.4. Set irradiance map min rate to -5.
1.5. Set irradiance map max rate to -3.
Step 2. Rendering the final image.
2.1. Set the 3dsmax to save the rendered image. For increased precision, you can choose a 16-bit image format (for example, a 16-bit .png). Optionally, you can save to a .hdr image; in that case you need to select the Unclamped color channel in the VRay GBuffer rollout.
2.2. Press the Render button.
2.3. Go out for lunch.



The final scene for this rendering can be found here.
Part IV: Post-processing the image
The image looks ok, but in most cases you will want it to be a little darker or a little brighter etc. Instead of changing the lights and re-rendering, you can do those adjustments in an image processing program.
For example, here is the same image with the gamma value adjusted. I used a .png file and IrfanView for this purpose, but you can use any other software that you feel comfortable with - for example, HDRShop for .hdr files.
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Post by virus Mon Apr 27, 2009 2:28 pm

@ antonio banderas a.k.a vamp_lestat Very Happy
noted po sir.. salamat sa pagreply. thumbsup
try ko po praktis ulit..

@ zildian_nico
cge po sir.. nkita ko po ung site.. my bayad nga lng.. trya ko po browse ulit tas praktis praktis.. salamat po sa pagreply.. sna mkapagpost ulit pra. ma apply ko cnbi nyo.. thumbsup
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Post by uwak Mon Apr 27, 2009 10:39 pm

a good a start bro...nasabi na nilang lahat, just keep posting.

keep it up... thumbsup
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Post by bartsimpson Tue Apr 28, 2009 2:41 am

linis ng dinning mo bro...konting twick lang at abubot .....malufet na toh !!! 2thumbsup peace man kep posting kapatid inuman na
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Post by demonpepper Wed May 06, 2009 11:55 am

nice render thanks for sharing
good luck 2thumbsup
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Post by pixelburn Wed May 06, 2009 12:03 pm

nice one bro!!!! level -up ka dto! hehehe!!!! iba talaga nagagawa ng practice!!!! thumbsup
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Post by pedio84 Wed May 06, 2009 1:06 pm

ayos sir first time mo pa panalo na render mo akin nga noob pa rin,, keep posting peace man
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Post by onzki Wed May 06, 2009 1:54 pm

Hi virus.. matagal ba render time? baka may virus hehe peace man joke lang po. very good for a first try rendering.. ayos naman ung timpla ng colors... actually bro- as i look at it, medyo narelax nga ung pakiramdam ko. parang ang sarap umupo muna dyan.. ganda ng view. di pako marunong vray so sa modelling & camera lang comment ko-
"constructive comments"
modelling: ung opening leading to next room- medyo na-fake ako ng konti kasi flat white wall lang ung first impression ko, buti lumitaw ng konti ang sahig. well maybe its just my eyes.. maybe try to add somethin' there na mag-ssugest that it is another room or area.. for example merong hanging series ng picture frame or maybe another window or simply anything that will say to the eye "hey eye, this is another room, not a plain wall=)"
camera: ok naman in general.. medyo malaki lang foreground mo (wood flooring)..lapit mo ng konti ung cameraman sa subject. tapos ung display rack mo sa wall.. medyo tapered vertically.. may konting optical illusion kasi.. baka sa lense.

overall.. Nice work. bro.. padownload ha..reference ko narin. looking forward for your next post. cheers! thumbsup


Last edited by onzki on Wed May 06, 2009 2:00 pm; edited 1 time in total (Reason for editing : update)

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Post by virus Wed May 06, 2009 9:58 pm

@sir uwak: tnx po sir sa pagdaan..

@sir bartsimpson: tinamad na kasi sir maglagay ng abubot. nahiirapan pa kc ako magmodel

@sir demonpepper: tnx sa pag appreciate Smile

@sir pixelburn: salamat po sa pagdaan.. try ko po gawa ng iba.. praktis praktis..

thumbsup

@sir pedio84: salamat po sir.

@sir onzki: noted po sir... post ko po ulit eto pag na improve ko na. my gingawa po kasi ako ngaun na bago. Sa tingin ko kasi mas marami magbi2gay ng comment. sna matapos ko ngaung gabi pra mapost..

Tnx cgp.. hippie
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