Hi Robert,
All good advice, nice to see the list is still alive :)
I saw that you're using Global Illumination. A very difficult and
complicated feature in RS3d !
The infamous Garry and me did some heavy testing, trying to optimize GI
settings in RS... must be at least a decade ago.
But computers in 2017 are dream machines compared to the noisy heavy
monsters from those days. RS runs fine on a cheap multi-core 64-bit
machine with 16 gigs of ram, so on such a machine we can crank up these
settings:
- increase Ray Count in the GI material: makes use of all the CPU cores,
including hyperthreaded. The higher the better, unfortunately it's maxed
out at 100 by a slider (v6)
- decrease Blur Level and Blur Iterations in Post Image Effects. But
beware: if it's too low, noise is introduced.
- perhaps modify things like GI_blur_reflected, GI_brightness_control,
blurwidth_control
Or export the scene as .obj and render with other software.
Good luck!
Mark H
Op 16-5-2017 om 19:29 schreef Robert den Broeder:
Many thanks Jan! Will try! And of course I will post updates of my
image to show my progress.
Initially this started as a test if I could make the pen… now it
should become more interesting than that ;- )
Best regards,
Robert
*Van:*User-list [mailto:user-list-boun...@realsoft.com] *Namens *Jan
Schmitz
*Verzonden:* dinsdag 16 mei 2017 18:22
*Aan:* user-list@realsoft.com
*Onderwerp:* Re: [User-list] i have a pen..
Hi Robert,
in addition to Lees excellent mail, I'd like to give some further
suggestions. I quickly pulled the image into photoshop and sketched
the things that can be improved, to gain a more realistic and more
appealing render. (Download the image and toggle between the to
versions, to see the adjustments better).
1. Clean reflections: In product photography you usually don't want to
see the whole room in the reflection, so you set up a bunch of grey to
white gradients, that appear in the reflections. This helps us to
instantly recognize the material as a chrome material.
2. The cap at the end of the pen doesn't seem to have a shader, it
renders constant black. You'll need something there, that resembles
plastic or rubber and gives some smooth reflections. (As Lee already said)
3. The camera is very telephoto, so you'd expect some depth of field.
4. The wood texture needs a lot more contrast.
I hope this helps, the pen looks really nice!
Kind regards,
Jan
Jan Schmitz
Meyerheimstraße 1
10439 Berlin
+49 151 418 431 04 <tel:+49%201514%201843104>
On 16 May 2017 at 17:44, Robert den Broeder <r.den.broe...@chello.nl
<mailto:r.den.broe...@chello.nl>> wrote:
Thank you for your time and comments Lee!! Much appreciated. I'll try
to work with your suggestions and see how it turns out.
Best regards,
Robert
Verstuurd vanaf mijn iPhone
> Op 16 mei 2017 om 17:30 heeft leee <l...@spatial.plus.com
<mailto:l...@spatial.plus.com>> het volgende geschreven:
>
>> On Sunday 14 May 2017 16:29:37 Robert den Broeder wrote:
>> Hi all,
>>
>> Today I created a pen in RS3D and did some GI rendering tests. What
can I
>> do to improve image quality?
>>
>> Regards,
>>
>> Robert
>
> I think it's fair to say that, in 3D, if you're going to make something
> reflective then you should make sure there's something to be
reflected by
> it.
>
> In your image, the tip of the pen appears to be reflective and the lower
> half is reflecting the desk upon which it sits but the upper half just
> looks almost flat-black. The clip also suffers from the same
problem - it
> looks too 'flat'.
>
> Assuming that you want to portray the pen on a desktop, I'd place
the entire
> scene within a hollow analytical cube and parallel map some stock office
> wall photographs to each of the 'walls'. Depending on the angles, I
might
> also fake an office light on the ceiling.
>
> The black cap at the clip end of the pen, which looks as though it's not
> intended to be reflective, doesn't show any detail to 'fill out' its
> shape - you can't separate the cylinder wall from the endcap and you can
> only tell that it's a short cylinder from its profile/silhouette -
playing
> around with its specular properties and adding a small amount of
reflection
> should enable you to get some differentiation between the cylinder walls
> and the endcap. I can see a narrow strip of specular reflection
along the
> barrel and clip extension, and that looks good, but I'd extend that
to the
> endcap and at the same time make it a little more diffuse, so that the
> specular strip is wider i.e. spreads further around the
circumference and
> covers a greater arc than on the barrel. Is the endcap slightly
domed? I
> can't tell because of the lack of depth but if it isn't then I'd make it
> so.
>
> Last thing I'll mention is the tiling of the desktop material - this
> wouldn't be a problem if you were going to crop the image - but this is
> 3D - just don't render what you don't need.
>
> Yes, I'm being nit-picky here, but making something photo-real is
all about
> the details.
>
> LeeE
>
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