I can appreciate how much work went into this… great work with lots of details. The last render in post #1 is probably my favorite. The only minor critique I have is the wood wall in the second render of post #1 seems too reflective to me, but definitely a really nice job.
I would say that your darks are far too dark (especially for something being lit through a large window)and the image is very sharp because of it, it detracts a little from the realism. It might be an issue to do with having a non linear workflow. You should try and make sure your textures are all at linear gamma instead of sRGB which they will be by default. Take a look at the great documentaion on linear workflow from the renderman site here : http://renderman.pixar.com/view/LinearWorkflow
I’ve done a bit of a de-noise and some other postprocessing to make an image which I would perceive to be more realistic, I hope you don’t mind its just a suggestion.
Before:
[ATTACH=CONFIG]421852[/ATTACH]
After:
I believe that’s not the case. Blender automatically linearizes 8/16 bit images (.png, .jpeg) and takes 32 bit as they some. Colour picker should also be linearized by default.
Great job once again! One of the few quality Archviz made with cycles.
I’m studying your technique from you previous post, but I have a couple of questions:
First of all where are you rendering CPU or GPU ?
What we see in your folio is the final resolution? (I’m trying to estimate how much time is needed for a “Print quality render” that is quite often a clients demand).
In you previous post you were using a technique that included AO, low clamp values and no secondary bounces, and you improve the low range / contrast image with exposure / gamma / white balance tweeks ?
But isn’t this like working with just Direct light and Ambient occlusion, aren’t you killing too much of the GI in order to reduce noise (and improve render times) that comes naturally with cycles.
Of course you can still spot some noise specially in white / light areas but it’s tore-able at least for my taste.
Although the results are remarkable I don’t quite understand the technique. If you feel like sharing a couple of tips please post here or pm
@nearleyg Thanks for your comment,but I still prefer my version… Even if it is not correct I think she sell better the product
Thanks for your comment
First of all where are you rendering CPU or GPU ?
R: I’m using GPU
What we see in your folio is the final resolution? (I’m trying to estimate how much time is needed for a “Print quality render” that is quite often a clients demand).
R: The final resolution it is 1177 x 955,
In you previous post you were using a technique that included AO, low clamp values and no secondary bounces, and you improve the low range / contrast image with exposure / gamma / white balance tweeks ?
But isn’t this like working with just Direct light and Ambient occlusion, aren’t you killing too much of the GI in order to reduce noise (and improve render times) that comes naturally with cycles.
Of course you can still spot some noise specially in white / light areas but it’s tore-able at least for my taste.
R: this project I used the same techniques,I will share the information