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Topics - Hadi

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Gallery / BIGyard
« on: 2018-12-02, 16:58:28 »
Spare time personal project based on Zanderroth Architekten's project named BIGyard.
I've just imagined a different context and I had fun playing with 2 different moods and lighting setups. Most enjoyable part has been painting the road texture, blending several textures with custom brushes, in a single huge 60k texture with all the correspondent maps.
It's also the first project done with Corona 3.0 and I have to say the displacement has been improved quite a bit.
Full hi-res set of images on my Behance profile:

I need help / Technical question - 3d scans by Poliigon
« on: 2018-11-27, 22:24:14 »
Hey guys,
I've been testing some new 3d scans with the guys at Poliigon these days and we can't replicate the quality of the details visible with Blender and Cycle in Corona.
Basically, main issue is the fact that the diffuse map is losing those small little details visible in their demo render, other than looking a lot more rubbery/glossy than the way more realistic one done in Cycle.
I've attached some screenshots for you to have a look at. Let me know if you need more info.

Gallery / WTO
« on: 2018-10-17, 20:38:00 »
Hey guys!
Some late nights work here to test Corona on a resource demanding big building.
I remember coming across a post about it on Peter Guthrie's blog years ago and since then I wanted to recreate the architecture and the mood in CGI.
I ended up with 120 millions polygons, without the vegetation, but I'm quite happy with the final result.
Only negative note is the crazy amount of noise generated by HDRIs illuminated renders, which I don't know if related to the HDRIs themselves or the way Corona handles them.
If anyone has advices about it, I would be happy to learn more.
Comments are welcome.

Full res here:

Gallery / skinnySCAR
« on: 2018-05-12, 12:23:39 »
Hey guys, new personal work, aimed at checking how Corona would have worked on an exterior scene completely done in CG.
The scene heavily relies on displacement maps, except for the brick facade, done with Railclone. Corona definitely need an improvement in terms of displacement quality and resource optimizing. If the latter wasn't a problem on a machine with 128gb of RAM, I didn't manage to match the quality of VRay's displacement. That's something I hope will get fixed on Corona 2.0.
You can check the original here:
Have a look at the pictures in full-res on Behance and Flickr. Links are in my signature.

Gallery / House C3
« on: 2018-02-17, 18:43:45 »
Hey guys, second project fully done with Corona. This time I wanted to challenge myself a bit more and I took the inspiration from a project I saw years ago online.
My attention got caught by the beautiful skylight, and as soon as I saw it I felt I had to do it in 3d. You can check the original here:
Have a look at the pictures in full-res on Behance and Flickr. Links are in my signature.

Gallery / Industrial Bathroom
« on: 2017-12-08, 23:06:13 »
Finally I managed to finish my first personal project done with Corona.
If you read the help section, you should know the challenges I had switching from VRay, but I'm quite pleased with the end result.
I'll definitely keep working with Corona.
Hope you guys like it.
Full resolution in the signature links.

I need help / Scene optimizing
« on: 2017-11-27, 09:40:03 »
Hi guys, this is my first post on my first project with Corona after many years of V-Ray.
As per topic title, I'm struggling to get some decent render times with Corona 1.7. I attached a screen grab of an actual render from my scene in 6k.
I watched the newbie video of the mistakes to avoid when switching to Corona. So:

- White objects with an albedo of 200 maximum
- Portals capping perfectly every holes in the scene
- Corona Sun + Sky
- Default Settings
- There's Corona displacement on the bricks behind the render and on 3 towels
- Forest Pack green wall, as you can see from the picture, which is likely to slow down the render obviously
- All the bitmaps converted to Corona bitmaps
- All the normals imported with the correct gamma
- The glass shader used for the windows is standard, with no caustic ticked on
- I'm using the 3ds max built in camera, with photographic exposure and in-camera DOF

As you an see from the screenshot, after 9 hours of render on a machine with 88 threads, the noise amount was still 9%.
I think there's definitely something wrong. If it could help, I am able to send the scene over for testing.

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