Author Topic: Juraj's WIPS/Theory/Questions //Update with few PDFs from my recent presentation  (Read 269718 times)

2018-10-24, 11:38:11
Reply #615

RaidoViz

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Light often is about experimentation :- ). There is method to the madness (having a vision and reference, knowledge of certain setups,etc..) but ultimately, it might come by accident or try out method.

Have you read my article ? I do touch upon some of this. I will have more practical workshop into this in Mexico city next week and perhaps I will try to find time and distill that into something later.

http://www.cgarchitect.com/2017/12/business-in-arch-viz-vol-10---finding-your-look

Thanks very much for the reply and link.

It's much appreciated.
Will keenly look forward to the distilled info :)

Regards.

2018-10-25, 10:11:41
Reply #616

Juraj Talcik

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No it's far simpler. It has fallof curve in diffuse slot that sort of looks like IOR 1.6, it goes for 70perc. near zero, then it goes up but plateaus again for the last 10perc, which is the angle at which we see the sofa "above".
Then instead of mixing black and white in as masks for bright and darker texture, the white mask uses a texture instead.
It's heavy scene that I can't open right now so I'll post that later but hope this describes it.

Hey Juraj, going crazy trying to replicate the effect you got on that sofa. Any chance for a more indepth help :) ? Post 258, page 18 of this thread.

I must have posted the break-down of that material somewhere :- ). I will look into it. Or recreate it again and post screenshot.

But the key is that the fallof is masked with velvet texture (as B&W texture mask) in composite node.

talcikdemovicova.com  Website and blog
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2018-11-06, 10:06:28
Reply #617

Razzow

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Juraj i know you do alot of interior shots, but do you have any tips for a realistic asphalt tutorial in corona?

2018-11-06, 11:12:06
Reply #618

Juraj Talcik

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Here are few that come to my mind:

1) The base textures need to be very good in terms of visual detail (photoscanned), coverage (3x3m+) and resolution. For example https://www.textures.com/download/3dscans0116/132148 or https://www.friendlyshade.com/product/road-asphalt/
     This is much better than the badly tiled 1x1 (it's not even that) Megascan ones. Even 3x3 or 4x4m is often not enough, but you can mix this in procedural noise for potentially endless tiling.

2) The shader has to be good. With Dubcat we found that PBR only approach doesn't work 100perc. in Corona (or any engine yet). You should really only need normal map for the detail to come across, but often only displacement will do that. So to compensate, use AO map in Specular slot or generate IOR map (see Dubcat's tutorial). I only use AO map (in fallof) as it is quick.

3) Variation is key. Mixing different asphalt elements, imperfections, etc... either procedurally or with something like Megascan Mixer (or both !) will give the lifelike natural organic detail we see in reality. Bertrand Benoit has good tutorial on his blog when he did that Tokyo personal project.
talcikdemovicova.com  Website and blog
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lysfaere.com   Something new

2018-11-06, 19:35:23
Reply #619

mferster

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Like Juraj mentioned Bertrand's tutorial is quite good; obviously its made with vray but the concepts are universal.

http://bertrand-benoit.com/blog/nakagin-photoreal-road-tutorial/

2018-11-07, 13:30:07
Reply #620

Razzow

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