Dez! projects

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JulianoLisboa
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Re: Dez! projects

Post by JulianoLisboa »

Hello, how are you? The caustics effect is very exaggerated, the caustics in products have to be as real as possible. Of course, unless you want an artistic effect, which I believe is not the case. So he would have to be more discreet so he wouldn't be so blown away.
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Dez!
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Re: Dez! projects

Post by Dez! »

This is my view.
I gave the designer a complete set of all objects and caustics in separate files. Let it fold in its own way.
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b2przemo
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Re: Dez! projects

Post by b2przemo »

to be honest, I like these caustics a lot, they work better than regular shadows instead, for composition like this one (commercial message - a product with claim/brand) they nicely blend product into an overall composition and gives me an idea of where the ground is. Imagine that You used dark shadows instead of bright light patterns - the shadow will vanish and the product will cut off from the composition way more strongly. Of course, caustics are quite strong but I think that this helps to sold the message.
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Dez!
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Re: Dez! projects

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Re: Dez! projects

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Image
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Dez!
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Re: Dez! projects

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Re: Dez! projects

Post by Dez! »

I use LG
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Sharlybg
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Re: Dez! projects

Post by Sharlybg »

The node :shock:
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Re: Dez! projects

Post by Dez! »

Image
In this rendering I showed the difference between Eevee and Luxcore. I showed what should be a rendering that would be considered final and ready for delivery to the customer.
Here is the result (not mine) in Eevee: https://imgur.com/BbmcBrL
The model is not mine either, but with some of my tweaks.
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Sharlybg
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Re: Dez! projects

Post by Sharlybg »

The lighting and final output in lux is very polished well done.
About the story of realtime vs offline it will always be a trade off until both world merge completely.
but for top quality i still think that offline renderer still have a long way to go to match more accuratelly realworld phenomenon.
Today EPIC will show a bit of they progress on Unreal 5 we will see how far this impact the CGI field :roll:

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