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Old August 16th, 2006   #1 (permalink)
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Post AR light test

hi there,
this is my first post here.itīs a test of cinema 4dīs material and light system,aswell as the GI settings.i have read about how max and vray are the combination of choice for visualisation in this forum alot.since i am using c4d for sometime now and got used to itīs tools and workflow i would like some c&c on this image.this is what came out of the AR in cinema without any photoshop retouch.original render time was about 4.5hrs.
thanks alot
int_test.jpg
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Old August 16th, 2006   #2 (permalink)
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Default Re: AR light test

not perfect by any means, but a good example of the great quality the AR can produce. nice render. although the 4.5 hour render time is pretty horendous :P

with some optomisation of your settings this scene could be rendered in minutes instead of hours.
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Old August 16th, 2006   #3 (permalink)
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Default Re: AR light test

very nice image! i like it alot. especially the green glow and the spots in the ceiling, but shouldn't the spots be reflected in the floor?

also the light at the back is a bit overbright, but it does give some needed depth to the image!

what was your original output size?

Strat, i'm curious what you mean about the settings. 4,5 hours seems ok to me for this type of lighting
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Old August 16th, 2006   #4 (permalink)
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Default Re: AR light test

Quote:
Originally Posted by Sindala

what was your original output size?

Strat, i'm curious what you mean about the settings. 4,5 hours seems ok to me for this type of lighting
i mean i was curious about his gi settings. a few essential tweeks here and there could literally half the render times. Also, which i'd personally do, is turn the diff depth to 1 (which would save 99% of the render time) and compensate with localised infil omnis. with a bit of fiddling and experience you'd get the same results.

area shadows slow things down to a crawl too.

if this picture is the original output size then 4.5 hours is way over the top imo. also, i'm comming from a dual processor point of view
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Old August 16th, 2006   #5 (permalink)
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Default Re: AR light test

thanks for ur comments,
original output size was 2551*1999,each visible light in the scene is a spotlight source.i used seperate passes for each light to tweak them later in PS.all lights use area shadows(i guess that´s what "flächenschatten" is in english).
it was renderd on a dual opteron 2.4 with 2 gig´s of ram
i am not at my workstatoin at the moment to give u the precise settings,but it´s best AA probaly 400 stochastic ray´s,min 100,max 120 (samples).ray depth 3.will post all settings once i am back
thx

Last edited by t0ffer; August 16th, 2006 at 07:10 AM.
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Old August 16th, 2006   #6 (permalink)
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Default Re: AR light test

first off welcome...hope you learn lots of stuff in here..cause i sure did..

your image isn't too bad..you can feel the overall depth of the space..seeing you don't get many post in here from cinema4d i think you did a good job on this one...i agree with strat though with a scene like this and a few tweaks here and there your render time should be cut down in half the time..maybe you can post a scene file so we can work with..just a thought
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Old August 16th, 2006   #7 (permalink)
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Default Re: AR light test

thanks, i am sure i will learn a lot around here,once i am back in the office i will see wether i can post the scene file.not sure because of quite large texture sizes for the floor.thx again
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Old August 16th, 2006   #8 (permalink)
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Default Re: AR light test

the problem i always have with infill omni's is that there are always white area's visible on the ceiling, how do you avoid this?
i just upp the depth to 3 or 4 if needed, and that does give huge rendertimes.
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Old August 16th, 2006   #9 (permalink)
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Default Re: AR light test

i try to avoid omnis for the same reason.in this scene i used spotlights,wich are more precise in control.(inner and outer angle)

Last edited by t0ffer; August 16th, 2006 at 07:46 AM.
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Old August 16th, 2006   #10 (permalink)
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Default Re: AR light test

Quote:
Originally Posted by Sindala
the problem i always have with infill omni's is that there are always white area's visible on the ceiling, how do you avoid this?
make sure they have specular turned off, and use far clipping instead of falloff. also, use them as ambients instead of diffuses. and if you do get specular blooms on things, use more omnis with less intensity. infact, the more the better really.
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