Small bot room


#1

small bot

I would like your feedback on this project. I used 3d max and vray. Render time is very HIGH.


#2

I think the idea is cool, bot it’s very white and blast out.

If you took ref of Assassin Creed the use less blast light, that make it more readable

Or just maybe use some blue very light tone to add more variation


#3

The gi is blowing everything out when in after effects. I have preserve RGB on. I have my gamma set to 2.2 3ds max. I’m not sure?

beauty

blown out


#4

your gi is blowing out maybe because you dont use 32 bit processing or you use wrong blending mode on gi layer. Im not sure, I dont use AE, but in Nuke I never had problems reconstructing all passes to look same as beauty.

I agree that scene is not very readable, even if you have most objects white, make sure to use different reflectivities, different glossiness values.

I see some really bad AA issues, try to fool around exponentional/linear workflow color clamping, subpixel sampling in vray


#5

Thanks for the feedback everyone! Just making the adjustments to colour and reflection and glossiness values. As for AA… its really breaking my back… I have Adaptive image sampler subdivs min and max at 4/4, throwing up render time. However when adjusting the reflection values render time goes down.

Will keep working at it. :wip:


#6

Might turn on AO to get the details to pop a little bit more.


#7

Still working at it.
bot readable


#8

mm Don’t think using a color bg help. The overall white feel was good don’t change it. Maybe you could use frosted windows? It’s will be more diffuse


#9

I am trying to follow this tutorial on openexr and multipass

rendershttp://www.stevenolver.com/tutorial-advanced-vray-render-elements-compositing-after-effects/.

However everything is blown out, I am really not sure what to look at in 3d max. If anyone has any ideas.


#10

Every lights are maybe additive to the others. Try to reduce the strenght in the overall intensity. Better to have a darker picture that you boost then a blowout image you cant use in compositing.


#11

Could it maybe have to do with the RGB/brightness value of the used white on your materials?

Depending on the renderer (LWF applied yes/no) , true/real life colors don’t use the full RGB strength.
For example: true white is 220/220/220 and not 255/255/255. True red is 220/0/0 instead of 255/0/0, etc.

So, if your white is too white (220-255), renders can/will be blown out when using normal/correct lighting/GI.

Could this be the case?


#12

I think I got it. When saving as openexr. I didn’t change my gamma setting to 2.2. That’s why it was blown out.

Here’s an update.


#13

There’s a IMG icon you can use to share pictures instead of a boring link. People don’t like to do additionnal clic.