"Funkis house" pt. 1 - Discontinued
Added 2018-05-04 10:21:31 +0000 UTC
So my microphone mount broke down (as everything else in my life right now) and I had to tape it onto a cardboard box. Resulted in me not being able to use my microphone windshield, so I'm sorry for the bad puffing sound the first 3-4 minutes but it got better after a while.
Will make sure to sort that out til the next ones :-)
I see. And the Dannes03 cube you used in this video is not fstorm default right?
2018-05-14 17:19:04 +0000 UTC
I kept it pretty high, I think 0,3 or somehing. End result was very noisy to get render times down, and then I reduced it in post using neat video. I'll cover it in the video :)
2018-05-14 14:59:48 +0000 UTC
I don't edit them other than adding s bottom part with ground, trees etc. Intensity wise it's indifferent. I don't do anything else than what's already shown in this video :)
2018-05-14 14:58:35 +0000 UTC
I realized that you normally edit your hdri so can you share the workflow of edit them for correct intensity?
2018-05-12 23:26:03 +0000 UTC
Johannes if you recall for the animation you did, what noise threshold did you achieve and with how many render samples? In fact, do you have any info regarding your final render settings, tips, tricks, considerations etc? Thanks.
d room studio VAT 4120319076
2018-05-06 16:25:27 +0000 UTC
Both. We usually fill the exterior views with 3d trees but there will mostly be a few gaps between the trees and having a real background there instead of a white sky makes things look a lot more natural. And of having a real ground in the hdri instead of pitch black empty space definitely helps the light in the interior look a lot more natural.
2018-05-04 18:50:47 +0000 UTC
e s k e t i t !
2018-05-04 17:12:48 +0000 UTC
In your live stream you mentioned that for all of your HDRIs you add in things like trees/buildings/ground. Is this to provide more natural bounce lighting, or is it more about when you look outside a window it's not just pure white?
2018-05-04 16:06:58 +0000 UTC