View Full Version : Coastal Appartments
hoppergrass
08-19-2007, 01:51 AM
A quick project to get councile approval
Trees and plants are onxy
http://img170.imageshack.us/img170/7350/2bcam02ne6.th.jpg (http://img170.imageshack.us/my.php?image=2bcam02ne6.jpg)
http://img170.imageshack.us/img170/6639/2bcam01of6.th.jpg (http://img170.imageshack.us/my.php?image=2bcam01of6.jpg)
JHV
3dnet
08-19-2007, 12:19 PM
nice ambient and lighting...
can you tell more about light and render settings !
best regards
hoppergrass
08-19-2007, 04:17 PM
Thanks
Used Mrsun and Sky system with a bit og haze in the sky
Rendering is just FG, 400 samples, 1 density, 60 interpolate and 4 bounces.
There is a bit of photoshop work for colour correcting
JHV
nisus
08-29-2007, 04:09 PM
Hi Justin,
I assume you used AO in the materials too... Is this correct?
Do you just add it, or use the setting to add detail to the FG solution? Do you use SMALL scale, or LARGE scale setup for the AO? and why?
On siggraph I learned to use LARGE scale, whereas I used it always SMALL scale... I'm curious how you use it, and why?
rgds,
nisus
hoppergrass
08-29-2007, 04:29 PM
It all depends on the size of the object, ie for the walls, ceilings and other large objects with alot of space around them I use a larger scale ,around 1 meter, but with small objects or objects that are tightly packed together then a small scale, 100mm or there about.
With larger scale AO you dont get the really dark corners rather a more gentle graduation of darkness towards the corners. Which feels more natural and softer. With small scale the AO is more noticable with is great for detail enhancment.
I prefer AO at material level, rather than global for this very reason. Also I can have different AO shadow colours and intencity.
AO on RPC's help alot to correct their lighting and make them sit in the scene better. Load the RPC material into the material editor, change the shader type to Oren-Neylar Blinn and drop the AO into the diffuse level slot.
Things to watch out for with AO.
- If objects are close together then the AO could darken too much, thus loosing detail and lighting.
- If samples are too low the image will be grainy
- If samples too high then rendertimes are affected
As a side note I have completely changed the lighting and fixed a few things with this project. So I will post the updates soon.
JHV
nisus
08-29-2007, 04:36 PM
Hi Justin,
I'm curious to see your new images. Seems you use the AO in the same way I used to do in the past. Recently, for extremely quick arch.viz-studies, I've used AO settings as high as 600cm/6m to be able to render 3800px wide images in less than 30min on a single machine (dualcore). Maybe you should try this too. It's weird, but the issue about objects CLOSE to each other disappeared... Downfall is that the sample quality needs to be higher, thus (slightly) affecting rendertime...
Anyway, curious for the updates
rgds,
nisus
hoppergrass
08-29-2007, 04:45 PM
The 6m range would be great for exteriors or a large atrium space, but wouldn't it "blackout" surfaces that are well within the 6m range. such as a room with a floor to ceiling hight of 2.4m, wouldn't the floor and ceiling be too dark?
With the update I have switched from a FG only solution to a GI/FG solution. I got more lighting variation with lower calculation time. But you'll have to wait till tonight before I can post anything:D
I am in the middle of rendering off a 5000 frame animation with full GI/GI, walking people , the lot. Due Monday AAAAAGGGGGHHHHH. So alot of things have been put on the backburner, including this project.
JHV
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