Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Romas Noreika

Pages: [1] 2 3 ... 11
Gallery / Re: Hyrule lost woods - CGI fan film (Teaser)
« on: 2020-02-14, 11:05:47 »
Nice :) very calming :) Nice atmosphere.

Gallery / Re: Distant Paradise
« on: 2020-02-04, 10:52:18 »
Really really nice. The color grading is very realistic. PERFECTO.

Gallery / Re: Pale.
« on: 2019-11-11, 17:19:43 »
Images look very nice.

Gallery / Re: NO NAME Office.
« on: 2019-10-28, 17:58:55 »
Really nice. May I ask what lighting setup did you use for this one?

I need help / Windows 10 PRO 64 BIT - PAGE FILE
« on: 2019-10-24, 17:20:15 »
Hello there,

maybe someone could explain me about the page file a bit. Read a lot on the internet and everyone has their own different opinion and at that it looks that no one knows exactly how to work with it.

So my my PC Specs are:

CPU: i7 10 core
RAM: 128gb corsair
GPU: Titan XP

So I know that OS page file has to be somewhere 1.5x bigger than your RAM.

Is this true or not and how it really works? Mainly I work with 3Ds Max, Vray, Corona, Photoshop. And there were times that I was using 105 GB of ram on rendering.

Please do not write messages likes why do you need so much RAM etc etc. :D I have my own purposes.

Thank you very much guys.

Thank you TomG. I knew about those two other option, but I thought there might be another way.

But thanks for the answer and you time.


Romas Noreika

I have a question:

By any chance there is a way to exclude or include a specific light in volumetric/fog mtl?

For example: I have a scene with 5 lights. 1 SUN and 4 Artificial lights. I only want that the fog/volumetric mtl would work with SUN ONLY. Fog mtl will not take 4 artificial lights in to consideration.

If it did not made sense let me know :)

If it did please let me know if it is possible.?

Thank you,


Romas Noreika

Gallery / Re: Coral Kitchen
« on: 2019-08-23, 16:04:30 »
That TAP needs some love:) Add a turbosmooth or add more polygons. That tap bottom bit - CLOSE SHOT.

Other than that images look great. But if you are making a close up shot please add more detail to your geometry.

It is a shame when artists make good looking lighting materials and they leave small things like these...

Just finish it off properly. Even I sometimes do not notice these small things because I spend to much time on an image already. But if I see something wrong, even if it is a tiny problem like this I go back and re-render that REGION and slap it on top.

Love the style and the color quite unique.


General Discussion / Corona Mirrored HDRI Correct or Wrong?
« on: 2019-08-16, 16:01:39 »
Does anyone know what is the deal with flipped hdri reflection? Same hdri same scene same glass mtl same camera settings. Left is corona right is fstorm.

So I did put my name in red on hdri. Loaded in corona and fstrom. When I was looking directly into hdri with camera, with corona my name was written backwards. But in a mirror it was written correctly.(Which I assume is the correct way)...

With fstorm did not matter if I look at the hdri directly or in a mirror my name was in a correct orientation. ROMAS and not spelled backwards.

So in this example(attached) you can see that reflections are different but it has the same scene setup. Even the shadows are flipped.

Does anyone know anything in regards to this situation? So which way is the correct way? Is Fstorm is doing this right or corona. I assume corona is doing it right ;/


What do you think?

Gallery / Re: Industrial Loft- Keyvisual for blum
« on: 2019-07-24, 17:17:39 »
very nice :)

Gallery / Re: Heart in the Roughness
« on: 2019-07-19, 10:27:44 »

Gallery / Re: Sea Front Villa. CGI.
« on: 2019-06-27, 12:23:51 »
really good work :)

Very nice :)

Gallery / Re: Ski Tårn by Reiulf Ramstad
« on: 2019-06-19, 10:19:26 »
Nice images :) Love the balconies :)

Gallery / Re: For All Audiophiles
« on: 2019-06-18, 10:31:36 »
really good work. just imagine if this was done with Fstorm, you wouldn't be able to tell if it was CGI or reality. what is it about Fstorm that makes light look so real I have no idea. (maybe Juraj could give his two cents about that) great work bro.

I think a scene like this deserves a making-of thread, the materials are almost perfect.

cheers +

I had a look at FStorm galleries...

In most cases one can immediately see that it´s CG.
Doesn't look more real that any average Corona render.

I would even say Corona looks more realistic...

Of course as always it depends on who is rendering. :)

I mean, just my general impression on FStorm. Nothing magical.

Fstorm is simply more sensitive to light than corona, so where you'd get almost no reflections, refractions or shadows in corona you'd get all of that in fstorm. Fstorm gives more subtle shadow variations and its got a proprietary implementation of GGX that makes the reflection appearance closer to reality. it also resolves noise differently so you get a better blur-sharpening results with better AA. the post there is way different and way superior to corona and it behaves like a camera as in contrast to a light sensor which is the implementation of corona.
Vray<Corona<Fstorm end of story.

don't get me wrong, I use corona 99% of the time, and I do have the recipe for photorealism but I occasionally use Fstorm and it's another world except that the usability there is inferior to corona's. look up their facebook page you might even love it.

and hey I have no interest in a fanboy duel here, I'm not one. I couldn't care less as long as the render engine delivers what it promises.

for example in this image although the materials have minimal imperfections and the glossiness in a lot of places is off, the light still looks great. and the tonemapping is bringing a lot of info in the highlights and reflections.

this one too, the materials are substandard (the artist's mistake most likely) but the light is crazy

Thank you. It does make sense now. Fstorm Lighting looks very very realistic.

Pages: [1] 2 3 ... 11