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Old November 30th, 2012, 01:29 PM   #41
UjaiDidida
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Hi DubaiSkyscraper. can you explain why theres a grain on some of the facades of white simple buildings in this render? i hope you can notice it. The reflection colour used is 190/190/190 like in the tutorial you have posted. Thanks

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Old November 30th, 2012, 06:10 PM   #42
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sorry i don't get what you mean by "grain". could you perhaps mark it in photoshop or something like that...?
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Old November 30th, 2012, 06:53 PM   #43
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this is what i mean.. look at the facades

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Old November 30th, 2012, 07:41 PM   #44
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oh lol, just save your image in a good format, because .jpg is crappy use .png to maintain full quality
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Old November 30th, 2012, 07:57 PM   #45
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are you sure..? its weird because the other facades aren't grainy.. btw i'll come back to post another if it happened again with .png
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Old November 30th, 2012, 09:16 PM   #46
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well it looks pretty pixelated so it's likely that the format caused it

but feel free to prove me wrong if this won't help
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Old November 30th, 2012, 11:40 PM   #47
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thank you for these great suggestions
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Old December 1st, 2012, 02:12 PM   #48
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Hey.. the grain is still there.. image saved as .png , with render setting Ambient Occlusion this is weird. gonna check this problem online :/
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Old December 1st, 2012, 10:42 PM   #49
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Hey guys... It's been ages since I've done an interior rendering in Kerkythea and I need to have one done by tmrw night for school!

What is a good setting to render interiors with, that is a good quality but doesn't take forever to render?

I can't remember which setting I used for interior renderings; I'm just pretty sure it wasn't Ambient Occlusion because that caused there to be strange "burn marks" on the walls.
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Old December 1st, 2012, 10:58 PM   #50
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From the Kerkythea site's forum:

Quote:
For most surfaces, like wall paint, start with a basic plastic material, and add bump to it with perlin noise function, and then scale the noise to be small like the small bumps on a painted wall.

for floor, start with a shinier plastic material and adjust the shininess, and IOR to get the effect you like.

render quick tests with a very low setting, but for finals, render with unbiased Metropolis Light Transport. It takes a long time to render depending on your machine, but it requires ZERO knowledge for changing render settings. It can handle as many lights or polygons or shiny reflective materials as you want to use.
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Old December 1st, 2012, 11:18 PM   #51
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nice to see you aren't gone forever yet

just go for Metropolis Light Transport ...could take a while though, if the scene is large...
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Old December 1st, 2012, 11:21 PM   #52
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I've started the rendering using MLT... and it says it has to do 10 000 passes of the image?! Whaaaa? It's done 3 in 6 minutes. Do the earlier passes just take longer than the later ones? Yikes.

The lighting in the image, however, already looks way better than using Ambient Occlusion. Maybe I could use an unfinished rendering if it looks this good!
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Old December 2nd, 2012, 11:41 AM   #53
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MLT is not ment to finish all passes, it already reaches 95% of it's maximum quality after a few dozen passes
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Old December 3rd, 2012, 04:13 AM   #54
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Gotcha. It took about 100 passes in the end. Thanks for the help once again!
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Old December 3rd, 2012, 04:37 AM   #55
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This is how the renderings turned out. It's a studio for a writer on an existing estate in Toronto.










Last edited by thryve; December 3rd, 2012 at 05:44 AM.
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Old December 3rd, 2012, 06:04 AM   #56
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I like how it looks how did you get that effect on the glass?
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Old December 3rd, 2012, 06:05 PM   #57
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best Kerky-renders i've ever seen around here
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Old January 6th, 2013, 07:54 AM   #58
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Hey anybody knows what are the other render settings used for? For example:

Specular Pass
Clay Render
Light Pass
Diffuse Pass
Photonmap
Photonmap + Caustics
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Old January 6th, 2013, 02:12 PM   #59
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Quote:
Originally Posted by Dubai Skyscraper View Post
oh lol, just save your image in a good format, because .jpg is crappy use .png to maintain full quality
Just to correct - there is no visible for eye changes between *.png and 80% quality *.jpeg . PNGs are huge files which are very heavy. The bigest advantage of PNGs is that you can have transparency on it (or alpha channels with transparency when saving renderings to it). This 100% of PNGs will be quite usefull when you have big scale printing (for example 2x2m). In any other case using PNG is useless.

This is very popular mistake like the one that if you want to print something in great quality it must be 300dpi - likely there are usually only few printers in the cities that can hadle such resulution. 200dpi is already a badass quality. Many of people print in 150dpi and still there are almost no visible changes

For the future - noises can be lowered in every rendering software by using anti-aliasing, giving more subdivisions in image quality settings, higher sample's and best light counting options.
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Old January 6th, 2013, 02:27 PM   #60
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if you've ever used MS paint as a child, you'll know why i call jpg's crappy
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