Forum: Carrara


Subject: Help with Photo Realistic Renders

SandyJS opened this issue on Dec 26, 2008 · 59 posts


SandyJS posted Fri, 26 December 2008 at 8:48 AM

I started a thread with the same title over at DAZ and it seems to have hit a wall on what people can help with.  I'm trying to achieve the same realism as I got in "The Breakfast Nook" that is in my gallery.  Populus very kindly sent me a simplified version of his Peaceful Corner as a learning tool.  I've reproduced it at a medium scale and I'm happy with the lighting.  My problem is the apparent texture on the walls. 

Here's my shader that is on all the walls and the ceiling.

Here's my latest image.  I'm trying to figure out where the apparent texture on the walls is coming from!


sparrownightmare posted Fri, 26 December 2008 at 8:57 AM

Did you try turning the bump amplitude down to zero?  If not, make sure that anything transparent between the light source and the wall doesn't have any odd textures or bumps to it.


SandyJS posted Fri, 26 December 2008 at 9:00 AM

Quote - Did you try turning the bump amplitude down to zero?  If not, make sure that anything transparent between the light source and the wall doesn't have any odd textures or bumps to it.

Actually, I did change the bump amp down to 0 before I did this render.  The only things with textures are the floor and the furniture.

Sandy


patboudrum posted Fri, 26 December 2008 at 9:05 AM

might be a lighting problem. Are you using global illumination?!?! if so, try to render it with a higher photon count (seems to be lighting artifacts) and with a better lighting quality and accuracy.

Patrick


sparrownightmare posted Fri, 26 December 2008 at 9:05 AM

Hmmm..  If I look very closely at the floor, I can see a similar patters, but it is almost invisible because of the floor's reflection settings.  Bt any chance, is there maybe a gel on the main light?  With the settings you posted, you should just have a plain white wall, so I am assuming the lighting has a color component to it as well.


GKDantas posted Fri, 26 December 2008 at 9:09 AM

What is your rendering settings? Can you put a printscreen ?

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ewinemiller posted Fri, 26 December 2008 at 9:13 AM

Try turning Interpolation off under your Global Illumination settings. Your render time will go up, but I've seen it produce those blotchy patterns.

Regards,

Eric Winemiller
Digital Carvers Guild
Carrara and LightWave plug-ins


Sueposer posted Fri, 26 December 2008 at 10:15 AM

Since the pattern is in the floor too, it makes sense to look at the light, but the shader you copied above does not say it is for the wall. In your shaders tab, is there a wall shader?
BTW: I actually like that texture  :)


SandyJS posted Fri, 26 December 2008 at 10:50 AM

Okay, here are the requested screen captures.  All four walls, the ceiling and the wall that the light is bouncing off of use the exact same shader shown above.

Sandy


GKDantas posted Fri, 26 December 2008 at 11:01 AM

Well look that you ar eusing a low settings for a realistic render:

In the antialiasing set object and shadow accuracy to 0,5 (this will let your image more sharpen)

In the Lighttning quality set acurracy to 1 (this will create a more precise radiosity without the spots)

This will encrease your render time but the final image will be great...you can save this settings for later use.

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Sueposer posted Fri, 26 December 2008 at 11:11 AM

A mystery...     Is anything lurking under modifiers and effects? For both light and walls?
Is there anything under the displacement tab?
Where is the light coming from? If the source is coming through a "glass" transparent shader (the window), that transparency may be carrying absorbance and translucence in its shader that does this.


Sueposer posted Fri, 26 December 2008 at 11:14 AM

If you get this the way you like, I would appreciate you reposting it. It is SO realistic, and I would like to see what the suggested changes do.  : )


Miss Nancy posted Fri, 26 December 2008 at 12:04 PM

the above render is excellent, but I can spot several errors in the render/lite settings,
including those mentioned by marcelo.  correcting said errors will increase render time by
1 or two orders of magnitude, hence one must ask if the extra render time is worth it.

p.s. after mark mentioned that C4D might be better for photorealistic renders, I checked
out their gallery here and was seriously underwhelmed.  maybe i just looked at a bad
page of renders done by beginners, but they didn't even look as good as carrara renders IMVHO.
however, I know they can get much better results, having seen some excellent porno stuff
done in c4d that makes poser stuff look laffable.



sparrownightmare posted Fri, 26 December 2008 at 12:08 PM

Hmmm..  One thing I noticed is that you have Light Through Transparency turned off under indirect lighting.  Also the render settings you have selected are not going to make it look very photo realistic.  I'll attach an image of the settings I typically use.

GKDantas posted Fri, 26 December 2008 at 12:16 PM

Since you dont have a transparent shader (glass or something using alpha like polygon hair) you dont need the Light Throught Transparency turned on.

The settings that I talk about is for better image definition: if you set to 4 (for example) Carrara will use 4 pixels for every ray traced... so it will do an aproximation to the real thing. Setting to 1 (or 0,5) Carrara can render a pixel per ray...so more definition and less "dust" in the final image.
Sometime we need to increase the Photon Map Accuracy to a better value, this will cleanup the image more and make your render time larger.

The idea here is to try the best settings with reduced image versions so you can more quicly see what is happening with every adjustments, maybe something like 320X240...then after this preview if everything is right jus save your scene and let the computer work in the final image with final resolution.

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sparrownightmare posted Fri, 26 December 2008 at 12:19 PM

I was assuming that he was using an outside sun light through a glass window.


sparrownightmare posted Fri, 26 December 2008 at 12:21 PM

He could also just use the spot render tool in the assembly room to see what the settings will do in real res.

Quote -
The idea here is to try the best settings with reduced image versions so you can more quicly see what is happening with every adjustments, maybe something like 320X240...then after this preview if everything is right jus save your scene and let the computer work in the final image with final resolution.


GKDantas posted Fri, 26 December 2008 at 12:31 PM

The spot render with large settings like that its like a terror movie! Better use a preview lowres image so you can see everything in the image.

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Kixum posted Fri, 26 December 2008 at 12:34 PM

I agree with GKDantas that you rendering settings need to be jacked up a little bit.  This is a very simple image but I had to turn up the render settings exremely high to get it to work right.  A Cornell box is a great method to test rendering settings and learn stuff.

-Kix


Kixum posted Fri, 26 December 2008 at 12:36 PM

Here's the image.

-Kix


GKDantas posted Fri, 26 December 2008 at 2:12 PM

This was done in Carrara?

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SandyJS posted Fri, 26 December 2008 at 2:44 PM

Okay, there is no window for the light to come through, it is being bounced off a plain white wall.  Here are the render settings.

Here's the resulting image.


GKDantas posted Fri, 26 December 2008 at 3:12 PM

Coool! How many time to render?

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Populus posted Fri, 26 December 2008 at 3:26 PM

Ok, it start to look better now. You can crank down Photon map accuracy to "0" and it will render a lot faster with very little (or no at all?) quality loss. In this scene I think you could set object accuracy to "1". No matter how high quality settings or how expensive render software you use, you will always end up with some noise in the end. A cheap but effective trick is to add a texture (wallpaper) to the wall, then you won´t notice the noise. If the noise still bugs you there´s always photoshop.  Oh and one more thing, you got a "floater" on the table (magazine hovering above the table).


Populus posted Fri, 26 December 2008 at 3:57 PM

Ooops, almost forgot; the way the "window" is arranged, with thin cubes blocking some of the light, there will be some coarse shadows on the wall no matter the quality settings. You could try a more open window too, moving the lighted box further away so it won´t distract the view.


Kixum posted Sat, 27 December 2008 at 4:26 AM

SandyJS, Nice render, looks like you got it all working!  Populus has some interesting notes which I hadn't explored.  I don't clearly know what the photon map accuracy does.  My solution has been to jack up the photon count.  The Cornell Box used 100,000 count with accuracy set to 100%.  It was the only way to get the corners to work out.

GKDantas, yes, the Cornell Box was rendered in Carrara.  As you can see, a lot of the lighting physics are computed (the green scattered onto the floor, the lensing through the ball, etc..  The only light source is a single square panel in the hole in the ceiling with a glow set to white.

-Kix


Hoofdcommissaris posted Sat, 27 December 2008 at 4:31 AM

I would guess that cranking up the photon count and accuracy will remove more of the noise. I would reason that the lower the number on those two settings, the more guesswork is going on, somewhere in the process. As they lengthen the render time (even more...), there must be some heavy calculation going on.

Regards!
Hoof


SandyJS posted Sun, 28 December 2008 at 9:50 AM

Here is the latest image....

And the Render settings....


Sueposer posted Sun, 28 December 2008 at 10:24 AM

Wow! Realism++.  How do the render times compare between that first post and this one?


GKDantas posted Sun, 28 December 2008 at 10:43 AM

Very cool, but I still think that Object and Shadow accuracy in 0,5 get a more sharpen image.

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Miss Nancy posted Sun, 28 December 2008 at 4:15 PM

still a few items can be modified in render settings for more realism,
but it's good enuff now IMVHO.  no further work needed unless human
figures to be added.



yblade posted Mon, 29 December 2008 at 8:43 AM

if possible donwload the scene  for setup ?

Thanks


SandyJS posted Mon, 29 December 2008 at 1:41 PM

Here's the last render before I make my changes prior to submission to the microstock agency.  I'm planning to make the basic room setup available after the holidays.

Sandy


Hoofdcommissaris posted Mon, 29 December 2008 at 1:52 PM

It think it looks great. It would work as a 'boring hotel room' picture.

One thing I see, in the middle of the couch there seems to be some kind of protusion/intersection that kind of gives away the digital origins of the scene...

What is it


SandyJS posted Wed, 31 December 2008 at 4:58 AM

Quote - It think it looks great. It would work as a 'boring hotel room' picture.

One thing I see, in the middle of the couch there seems to be some kind of protusion/intersection that kind of gives away the digital origins of the scene...

What is it

Turns out I had the cushions for the Loveseat on the couch.  That's what was causing this :blushing: Sandy


ShawnDriscoll posted Wed, 31 December 2008 at 7:17 PM

Looking good.  Living rooms are always fun to render in Carrara.

www.youtube.com/user/ShawnDriscollCG


SandyJS posted Thu, 01 January 2009 at 8:14 AM

Final render was at 3000 x 2250 and took 48hrs.  So folks, beware of reflections, they add to render time like you wouldn't believe!


GKDantas posted Thu, 01 January 2009 at 8:40 AM

Try blured reflections... will take forever!

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boeing posted Tue, 13 January 2009 at 9:22 AM

Fantastic work Sandy, any possiblity of getting the basic room and scene setup?  I would love to see how you did this.

Oh Miss Nancy what site were you referring to regarding those great C4D renders you talked about earlier in this thread?


SandyJS posted Wed, 14 January 2009 at 5:56 AM

Quote - Fantastic work Sandy, any possiblity of getting the basic room and scene setup?  I would love to see how you did this.

Oh Miss Nancy what site were you referring to regarding those great C4D renders you talked about earlier in this thread?

The basic room setup has been uploaded to the free section here.  I uploaded this to Dreamstime and no sooner had it been accepted then someone downloaded it! :thumbupboth: Thanks for all the help!

Sandy


GKDantas posted Wed, 14 January 2009 at 6:43 AM

Sandy can you upload it at Carrara Lounge too?

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SandyJS posted Wed, 14 January 2009 at 8:52 AM

Quote - Sandy can you upload it at Carrara Lounge too?

Sure, I'll need to sign up there (I think!). and then I'll upload it.

Sandy


boeing posted Wed, 14 January 2009 at 11:59 AM

Excellent, not sure why I just didnt check...maybe its because I just turned 40!


boeing posted Wed, 14 January 2009 at 2:42 PM

Ok, I learned something about how you set up the lights and the scene...thanks way too much!!


GKDantas posted Wed, 14 January 2009 at 3:38 PM

I did a video tutorial about HDRI that you can see at Carrara Lounge

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boeing posted Wed, 14 January 2009 at 8:40 PM

Thanks GKDantas, lover your HDRI stuff...have them all!


GKDantas posted Wed, 14 January 2009 at 10:03 PM

Thanks!

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MatCreator posted Mon, 25 May 2009 at 2:32 AM

Admittedly, Im ENVIOUS as green can be =P

Id like that file to study from as well =)

Dont mind me folks, poking around through old threads picking up bits and pieces here and there for EXACTLY the same situation =B

Enjoy the holiday!

There are 3 kinds of people in the world. Those that can count, and those that can't..


SandyJS posted Mon, 25 May 2009 at 2:57 AM

I've uploaded it here in the free section under Carrara ->Scenes.  It shows up for me on page 1.

Sandy


Jedi_Padawan posted Sun, 21 June 2009 at 1:30 PM

I've tried to setup a scene on my own very much like Sandys', with the difference that the window is visible, I have a backdrop picture to fill said window and now I'd like to light the scene.
But there seems to be my problem: the wall which reflects the light from the spot. If I turn it invisible, the scene is dark :sad:
What am I doing wrong? Is there a completely different way to make this effect or have I simply forgotten an important thing?
Your help is highly appreciated!

~Sassy~



GKDantas posted Sun, 21 June 2009 at 6:09 PM

Jedi, can you post some previews??

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Jedi_Padawan posted Mon, 22 June 2009 at 9:57 AM

Sure. That's the image with the light-reflecting-wall turned invisible:

That's it with with a visible light-reflecting-wall, but therefore the backdrop isn't visible anymore:

And here's the preview of the settings in the assembly room:

Still very low render settings, but before I continue, I'd love to figure out this light problem.

Thanks a lot for your help!

~Sassy~



GKDantas posted Mon, 22 June 2009 at 2:11 PM

I tried something like that here, and look that the way that you want to scatter the light, the background image will get washed. I think the better way is to render and add the image as a post processing in Photoshop or another 2D software...

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GKDantas posted Mon, 22 June 2009 at 2:31 PM

Another way is inverting your spot to right light the kitchen and add a glow channel with the backdrop image.

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Jedi_Padawan posted Mon, 22 June 2009 at 4:48 PM

Marcelo, I intend to relay on the basics of Populus' image here:
www.renderosity.com/mod/gallery/index.php
What do you think which technique he'd used there? I was hoping for something like in the image this thread started with and which Sandy reworked. 😕



GKDantas posted Mon, 22 June 2009 at 10:23 PM

I asked populus about that... lets wait for the answer.

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Populus posted Mon, 22 June 2009 at 11:49 PM

Hi! this image: http://www.renderosity.com/mod/gallery/index.php?image_id=1643367&member
use a spotlight (with softshadows) just outside the window, directed inwards. Indirect lighting turned on and a big white wall on the opposite side of the spot (inside the room, not visible in this camera angle) for those photons to bounce from. A hdri for backdrop but not used for lighting, you can use an normal image for backdrop, work just as well. Hope this helps a little, but these kind of scenes are veeeery tricky to calibrate...took me several hours just to balance the light...


GKDantas posted Tue, 23 June 2009 at 2:22 PM

Thanks Populus for the tips.

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Jedi_Padawan posted Tue, 23 June 2009 at 3:54 PM

Thanks a lot for your tips, Populus, I'll try that when I'm at home again.
And thanks for asking him, Marcelo!

~Sassy~