Golden Cave

Thanks mate, I really appreciate it! I don’t know either, I was hoping that maybe since we’re encouraged to stay home people would be more eager to discuss stuff on the internet.

Outstanding work! Really impressive!

I guess people are busy with their problems and are less present on the forum?

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I featured you on BlenderNation, have a great weekend!

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@dbalex Thank you! That makes sense as well.

@bartv Thanks a lot Bart, have a nice one too!

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You’re on the #featured row! :+1:

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Impressive, one of the best ive seen rendered in cycles, on par with anything on the corona forums :slight_smile:

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mental, new in the forum, but so far the best I’ve seen in archviz here.

Hope someday somebody offer a course in archviz at this level.

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Any chance you might share how you lit your scene and what you used for render settings?

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@bartv Thank you, Bart!

@Binke Thanks a lot mate, I really appreciate it. Corona feels like a benchmark of rendering quality for me so I’m glad it’s close.

@Bruno_Suraski Thank you so much and welcome! I’m not saying I won’t make one :wink:

@flimabotelho Sure! For my lighting, I used a blackbody node for the world set to the coolest color to simulate slightly overcast sky and a sunlamp with increased size to make the direct sunlight a bit softer than normally.


And here are my render settings:

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Apart for the somewhat unorthodox bounce settings, nothing that complex in these settings, indeed. I’m always intrigued on how you are able to get such sharp renders on your interiors, especially with the reflections, so beautiful. Thanks for sharing that, mate.

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Great work, congrats.

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This chandelier is just stunning.

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Stunning work. Congratulations.

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my god! Stellar work! :smiley:

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You go heavy with the settings! :upside_down_face:
You must also have a very nice workstation.

Congratulations on your work, impeccable, as always!

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@flimabotelho Thanks, man! I think a lot of it comes down to the post-processing. I like to play with texture and clarity in Photoshop (sometimes too much). The bounce settings were a must here to get the glass to look more realistic (no black internal reflections) and to make sure there’re no black artifacts withing the grass on the table since it’s an alpha mask based material.

@ozgur1 @liell @Adam_Bengtsson Thank you, guys!

@Acrivec Glad you like it! I was a bit concerned whether it fits there but ultimately decided that it looks too good not to use it.

@Magogg Thank you so much! I don’t think I do actually but I feel like my GTX 1070 will need an upgrade someday.

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First stunning render!!!

I was wondering do make all your materials and furniture/details yourself or do you buy them?

Best regards.

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I love the lighting! Beautiful honey in the sun, lol.

The intricacy on that fireplace… is that modeled? Just a displacement map? Can you clue me in a little?

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Very nice render. Is 60 bounces not too much. Some say that everything more than 10 is not noticeable. Wasn’t render time too much because of that? Wondering how it would look like with less bounces :slight_smile:

keep BLENDing

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@Rasmus_Toftdahl Thank you! It depends. I usually model less time-consuming stuff myself (kitchen cabinets, tables etc) but I really like to buy good looking stuff to ensure higher quality and save lots of time. For shaders, I have to do it on my own because most models I get are for 3ds Max.

@arcarsenal Thank you so much, that food shot is probably my favorite here! That fireplace is a 3D model with no displacement texture. Might even be a scan because it had a pretty weird topology.

@KRUChY Thanks, mate! It’s mostly because of the grass on the table. It consists of transparent hairs and unlike to a particle system, it needs those transparent bounces to avoid clipping to black as it overlaps in many different places. I also add some extra glossy bounces to help my glass look more realistic. It gets rid of internal reflection clipping that’s causing parts of a glass object to appear black.