exterior

Please post finished works here.
Locked
User avatar
salvatore
Posts: 406
Joined: Fri Jan 30, 2009 1:36 pm

exterior

Post by salvatore »

the render ! :oops:
Attachments
exterior
exterior
User avatar
nico
Posts: 602
Joined: Thu Feb 08, 2007 1:21 am
Contact:

Re: exterior

Post by nico »

:shock: as photo!!! :shock:
jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Re: exterior

Post by jure »

Cool, grass looks very nice too, except it's growing in lines. :)
- Jure
User avatar
khan973
Posts: 296
Joined: Fri Nov 13, 2009 3:58 pm

Re: exterior

Post by khan973 »

yeah, nice but the grass pattern is too repetitive
User avatar
salvatore
Posts: 406
Joined: Fri Jan 30, 2009 1:36 pm

Re: exterior

Post by salvatore »

Thanks for your comment
I'm very glad :wink:
Yes the grass is too repetitive but this is native render without PS
The grass is amazing Jure post ! amazing ! Thanks
User avatar
khan973
Posts: 296
Joined: Fri Nov 13, 2009 3:58 pm

Re: exterior

Post by khan973 »

What I meant is that the points you use for instancing (or the mesh) isn't appropriate. Points are too far from each other so your instances "float" like small grass islands :)
That musht be very easy to fix! it will take you less time than doing it in PS
darickster
Posts: 64
Joined: Wed Nov 28, 2007 10:39 pm
Location: NL

Re: exterior

Post by darickster »

@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.

Cheers
Ric
User avatar
Janusz Biela
Posts: 3265
Joined: Mon Mar 13, 2006 10:39 am
Location: Finland
Contact:

Re: exterior

Post by Janusz Biela »

darickster wrote:@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.

Cheers
Ric
Becouse Fill light is not strong enough. If You use Physky minimum Exposure for this is 3-4. Of coarse IMPORTANT IS TONEMAPING,
User avatar
salvatore
Posts: 406
Joined: Fri Jan 30, 2009 1:36 pm

Re: exterior

Post by salvatore »

@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.

Cheers
Ric

Yes I use Janusz's setting to exterior with Phisical 2, 2 (deep color blue)
power 1.8 to brighten up shadows zone and tonemap 1.2, 4, 30%
But I always test new settings...
jdomingo
Posts: 144
Joined: Wed Dec 02, 2009 8:39 am

Re: exterior

Post by jdomingo »

@salvatore
did you solve your dark shadow question? I am testing some render here even if i just used linear mapping no QLWF and tonemapping, just linear, it is very dark. i changed to gamma 1.2 only still not convinced. i think, hope im wrong, kray doesnt have indirect bounce of light specially on dark area. if there is can someone show me how to lighten up dark area?
thanks
jdomingo
Posts: 144
Joined: Wed Dec 02, 2009 8:39 am

Re: exterior

Post by jdomingo »

also i have a problem using transparency channel as compare to clipmap. the clipmap has better result but it so trioublesome doing that. using transparency channel to clip map gives me bad result. or is there a better way? thaks
User avatar
salvatore
Posts: 406
Joined: Fri Jan 30, 2009 1:36 pm

Re: exterior

Post by salvatore »

jdomingo wrote:also i have a problem using transparency channel as compare to clipmap. the clipmap has better result but it so trioublesome doing that. using transparency channel to clip map gives me bad result. or is there a better way? thaks
I use always transparency channel with background integrate in scene because in post Alpha trees is bad
Of corse is very important the H res texture tree..
Better use 3d tree near camera and only distant tree with texture :?
Locked