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Messages - claudyo

Pages: [1] 2 3 ... 7
1
Gallery / Colours of the Fall
« on: 2019-09-22, 10:59:28 »
Hi guys,

This is a small personal project to celebrate my favourite season. It's an image reproduced from an old Debenhams catalogue.
Lit with an HDRI from CG Sources. Minimum post in photoshop with Dof in Frichluft for Fusion. Max for assembly, Corona for rendering, Marvelous Designer for cloth sims and pillows
Let me know your thoughts and if you think some things could have been better executed.

Thanks,
Claudiu

Software: 3DSMax, Corona4, Marvelous Designer, Photoshop, Frischluft DOF, Fusion;
Resources: Friendly Shade, Real Displacement, MaxTree and Arroway Leather volume.

https://claudiuhanga.com/
https://www.instagram.com/claudiu_hanga_cgi/
https://www.behance.net/claudyo
https://www.facebook.com/CHd.Studio/

2
I use it all the time for glossiness too, you keep all the details but you can change the glossiness value, so good.

Hi Dubcat,

What did you mean by this? I've tried that method and indeed does a really good job at taking control over albedo, but after I've read this I've got confused about generating glossiness from it. Do you care to explain a bit?

Ta

3
Feature requests / Re: Region render by mask
« on: 2018-06-08, 21:02:53 »
example:i just need to edit the material of table in the living while using interactive render.
also if i need make a tweak of a model in the scene in lighting and others but not affecting the other areas i the scene. :)
Did you try render selected feature? It's there for exactly such tasks.

This feature makes more sense in animation where you need to mask something and rerenderit or change it but you need more than just the object itself or group of objects, so a animated mask done in Ae and loaded in mask as a sequence would be awesome. This is one of dew things that vray does and has advantage. So I hope will be on the feature list :).
Thanks

4
Gallery / Re: Knoll
« on: 2018-04-07, 11:02:02 »

Hey there, Amazing work. I would love to share with you some of my favorite CG HDRI maps that I have created for you to test in this or other scenes?

Please have a look at them here: http://shawnastrom.com/cghdri/

Would love to know how they work in such an amazing scene!

- Shawn

Thanks, I will definitely have a look at them.
Cheers
Claudiu

5
Gallery / Re: Knoll
« on: 2018-04-05, 09:43:46 »
very nice congratulations! vivid colors! so here is not the Corona tonemapping?

Thanks. No, it’s filmic tone mapping.

6
Gallery / Re: Knoll
« on: 2018-04-05, 09:04:10 »
nice job...what hdri you used? PG?
thks

Yes, PG Skies

7
Gallery / Knoll
« on: 2018-04-04, 21:52:39 »
Hey there,

This is my latest personal project inspired by Knoll photoshoot by Federico Cedrone.
It's lit with an Hdri only for all the shots.
I usually save it in 32-bit exr and do the tone mapping in the post with everything else. DOF did also in the post before clamping the image to gamma 2.2. Software used was max 2016, Corona 1.7.4, Fusion 8, Forest pack for vegetation, Lenscare for dof.

Feel free to feedback it.

Full project and more here: https://www.behance.net/gallery/63941139/Knoll

Regards
Claudiu

8
Gallery / Re: Classical apartment product showcase
« on: 2018-04-04, 21:32:35 »
Quote from: Juraj Talcik
But the people who shoot catalogs for Poliform,etc.. those keep their secrets rather well.
That is true, I would kill for an internship with them.

Excellent job, nonetheless!!

9
Gallery / Fade
« on: 2017-12-10, 22:00:48 »
Hi
This is my latest quick personal project made with the purpose to showcase the Fade Lamps by Tom Dixon 3D model. But then I realized that I can get few more shots from the space, and voile.
Everything is handled by me (design, modeling, shading, lighting, rendering, and compositing). Software used 3DSMax, Corona Renderer, Lenscare for Dof, ArionFX for post-production. Lighting is done with the use of an HDRI and some strobe lights depending on the shot, in a photographic manner. Feel free to leave your feedback in the comments below and don’t forget to check out my website (link in signature) for more, and also follow me on Behance for future updates.

Thank you

10
Gallery / Re: Hans's dream kitchen
« on: 2017-10-20, 23:49:25 »
HI I like this LUT , very nice
can you show me before and after postproduction of your render ?!

Hi,
Thanks, here's a Gif showcasing the minimum amount of post between raw and final.


11
Gallery / Hans's dream kitchen
« on: 2017-10-17, 23:44:52 »
Hi guys,
Here's my latest personal project. It's a recreation of Ikea's inspiration set made by Hans Blomquist himself.
I wanted to recreate the raw feeling of the materials from the photos. It's not 100% true to photographs but a more adapted version. Most of the objects/materials/details were chosen on the go while working on bits and pieces of the main image. The lighting it's surprisingly simple, just the hdri himself with no extra hidden lights/strobes(usually when I feel it's needed, I use it but in the same real-world photographic approach, no fake bullshit). The window has the portal plane for noise reduction and optimisation.
It was rendered a while ago in 1.6.3 and around 120passes for 2/3 h each on the 3k longest side. While usually I use corona frame buffer tonemapping along the  process with the Dubcat's photographic LUT loaded, I still save it as raw exr and do the post in ArionFx as I'm more comfortable working in Ps and I discovered a way to embed the arion 32bit tonnemaping in a smart layer and loaded in an 8/16bit file and working with the rest of the ps feature without compressing the 32bit file and lose the ability to come back to arion edits later if I want/needed. Dof is made in frischluft, although I experimented with it in camera and I found it very straightforward I still feel more comfortable doing it in post after. Fusion was used only for running frischluft dof as it's the version of the plugin I have. After regular arionfx processing nothing else, just 2 or 3 shots I think I did some corrections in Ps, mostly in the plants as I wanted to pop up more.
Most of the props are from my library and all the fabrics are made by me in Marvelous with retopo in ZBrush as I wanted to have a cleaner topo and avoid any artefacts (I'm not satisfied with the topology of MD yet).
I also made some handmade bitmaps especially for specks of dust, smudges, paints, grunges etc.
Other software than 3dsmax himself, I used some shaders from sigershaders but as a base and build on top a more complex system depending on the needs.

Feel free to comment and ask anything about it and head to my website(link in signature) for the complete set of images.

Cheers

12
Gallery / Estar
« on: 2017-03-30, 23:10:46 »
Hi guys,

This is my latest personal project made with lovely corona.
The project is based on a real building in Brazil.
Everything is 3d, minor post in ArionFX. Dof did in post with Frischluft Dof. Scattering is done with corona scatter.

Software:
3dsmax 2016, Corona 1.5.2, ArionFX(Ps), Frischluft Dof(Fusion8);
Rendering time : 2-3h per image, with denoise 0.6 value.

Feel free to ask or point anything in the comments bellow.

Thanks

13
Gallery / Re: Magis
« on: 2017-03-30, 22:51:09 »
looking great :)

14
Gallery / Blue hour
« on: 2017-01-30, 23:45:17 »
Hi guys,

Here is my latest personal project. For far too long I admired the blue-ish images from big players like Dbox, PG, Neoscape etc, and always wanted to have something similar in my portfolio. And lately, I felt more "blue", maybe because of the cold outside I guess, and remind me about this "to do" I postponed too much. And here it is.
The only post was dof done in frichluft and the rest in Arion.

Software : 3dsmax2016+Corona 1.5 + Marvelous Designer+ ArionFx (Ps)+FrichluftDof (Fusion8);

Enjoy and feedback if you feel it down bellow.
Thanks

15
Gallery / Neptune Kitchen
« on: 2016-12-11, 21:46:54 »
Hi guys,

I put here some images of a more experimental project. It started as a test for my most expected improvements in 1.5 = displacement. After playing a bit I decided to wrap it up in a small project which ended with this english kitchen from Neptune. Nothing more to say than I'm well impresed by the direction of the displacement in Corona. Still not at the octane real time speed, but I'm ok whith as it is.

As always I saved 32bit exr and did the little retouches in Arion. Dof was made with frischluft in fusion as I feel more confortable working with dof in post rather than in render. And of course 3dsmax2016.
Besides floor generator pro, the other script used was XrayUnwrap 2 which made unwraping a game, because the brick is a viz park texture combined with some mortar in Ps.

2500px on the longest side with 150passes and 0.5 denoise which took around 2h each on a I7 5960x machine.

Enjoy and feel free to ask or point anything you want in the comments below.
Cheers

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