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Graham Nixon
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defalt max renderer is no good when the goal is photorealistic pictures.

 

incorrect.

 

as i said, you CAN create photorealism in the scanliner, but you must be a diva at it.

 

my initial rendering of my luxury appartments (the 3 podded ones) was rendered in viz 3 with default scan line renderer a few years ago. thats photoreal ;)

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incorrect.

 

as i said, you CAN create photorealism in the scanliner, but you must be a diva at it.

 

my initial rendering of my luxury appartments (the 3 podded ones) was rendered in viz 3 with default scan line renderer a few years ago. thats photoreal ;)

strat,

 

can you post the render you mentioned and the light set up? i presume you used fakiosity?

I'm trying to get good results with scanline.;)

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my initial rendering of my luxury appartments (the 3 podded ones) was rendered in viz 3 with default scan line renderer a few years ago. thats photoreal ;)

 

show me! :)

I guess they are very atractive but are they photorealistic?!

 

there's notihing impossibile in this world BUT achieving photorealism with defalt max renderer is quite a headache.Rendering should be pleasure and fun! :)

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not perfect by any means, but fooled a heck of a lot of peeps at the time, and for viz 3 it show what the basic scanliner can do.

 

light setup - unlike most ppl who babble on about a zillion complex bits and bobs in their set ups, i've always tried to keep things simple as possible.

 

alto.jpg

 

final image - as i say, not perfect, but certainly shows how photoreal the scanliner can get

 

alto1.jpg

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nice job :)

 

I like it but because of your skill to combine a real photo and perffect modeling does not mean that this is photorealistic :)

other renderers can make it look even better.

 

I hope U don't take this personally, we are talking about photorealism :)

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no no, i dont take it personally atall :)

 

ur right, these days external renderers are designed especially to produce real-world lighting and photorealistic results. I've since re-rendered this in C4D and it looks even nicerer :)

 

but for a nubie, who maybe cant afford 3rd party stuff, this just goes to show that the scanline renderer CAN produce close to photoreal imagery.

 

and again, it's down to personal perception - to some this is photoreal, to others it's not. and i think ur comment about the scanliner not being able to create photoreal images is still wrong.

 

my water shaders are all completely scanlined (ie, no hdri, no gi, no radiosity etc) another way of getting photorealism other than lighting - texturing.

 

http://homepage.ntlworld.com/sjleworthy/wp-03/c4dwater.html

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very very nice images :)

 

man, U R Good :D

 

I guess I have to trust U about that - Defalt renderer CAN achieve photorealistic images because U R much more experienced in 3d world :)

 

to clear out our dispute here...do U think it is easier to achieve photorealism with defalt renderer than the others...and how this affect the time rendering...

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cheers for comments m8, i been in this business too long :o

 

i think it's much easier to achieve photorealism with special renderers. altho using the default scanline renderer with fake gi usually renders ALLOT faster.

 

but my advice for nubies looking to achive consistantly great results -

 

learn basic default render lighting techniques first before you putchase a renderer that does it for you. this way you'll achieve an excellent grounding and knowlege of lighting and environmental skills.

 

it's certainly not a requirement, but some newbs who bypass this and go straight into expensive 3rd party renderers end up with their imagery all looking the same usually. flat and lifeless, because they expect a 1 click solution. you must learn the basics from scratch, fully. imo.

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strat said

"it's certainly not a requirement, but some newbs who bypass this and go straight into expensive 3rd party renderers end up with their imagery all looking the same usually. flat and lifeless, because they expect a 1 click solution. you must learn the basics from scratch, fully. imo."

 

i'd second and third that

 

there is no one click "make art now" and a hell of a lot we see here is good but a lot of it looks the same as it's the software taking the strain

typical shot of a lounge area - tasty furnture via turbosquid etc lit by g.i. skylight

 

do the guys at pixar use gi nope have they a style probably

 

most of us here are button pusher/mouse movers - but some do more pushing to move cgi along to wherever it's going (and i hope it's not a photo)

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Strat,

 

I am old enough to know that what you did is what a client wants. I have a problem when people are trying to analyze the physical properties of light to produce a scientific photoreal image. I am a physicist by education and my specialty was radio astronomy (No money there.... perhaps no money here...)

 

In the real world where time means money to the clients.... your rendering is a very good one. Specially when you are talking with the money guys.... They don't care about the photonic transmition of light... They just want something to impress their clients... Your rendering will impress anybody that takes a look at it.

 

See you

Elliot

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cheers Elliot

 

We actually took a flyer on this image. the client never asked for it, but we anticipated him ;)

 

it was one of those images where all i had was the original aerial photo. the rest was at my descretion.

 

It's personel choice i suppose - after reading peeps's opinions here over the years i've found a large chunk of the archi cg community DONT strive for photorealism perfection. most ppl dont like it and find it most "un-artistic" even.

 

this supprised me at the time. I like NPR and 'arty' rendering allot, but my main goal is/has always been photorealism in my montages. even my non photo montage work i like to get looking as real as time permits.

 

but then, i never annalise lights and settings too deeply. i always keep settups ultra simple (in above setup example) and just render out what i feel looks nice.

but peeps who spend years annalising light properties, or have lighting rig settups that look like a page out of a particle physics manual, or have long complicated material trees and properties - now these guys make me laugh personally.

 

keep it simple folks. less is more. and the more experianced you get the less you put in.

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i never annalise lights and settings too deeply. i always keep settups ultra simple (in above setup example) and just render out what i feel looks nice.

 

I like your approuch!

I'm testing it now :D

 

May be tomorrow I'll post the result for U to make strong remarks :)

 

Have a nice day!

 

Cheers

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