Exterior
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
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Exterior
test render , model from max (bulding and tree).
PS
grass from Kray instant
PS
grass from Kray instant
Re: Exterior
nice... the grass model seems to repeat a bit too much. use some more randomness. those palm leafs could use a bit more polygons too...
- Jure
Re: Exterior
yea, this is going in to nitpicking already, since the stuff is now getting damn nice! I mean not talking about grass as small detail, but the whole image and it looks excellent!
Re: Exterior
VEry nice lighting. A bit overbright. Grass needs work imo. What's the render time on your octacore? Btw I sent you an email hope you got it. 
I'm still not getting fast result with kray instance grass set at fg 10 min uncached and the grass at that setting is splotchy. Are those grass clipmapped polys or just plain polys? I tried to turn off self shadow and cast shadow in object properties to speed up render time but kray doesn't recognize it.

I'm still not getting fast result with kray instance grass set at fg 10 min uncached and the grass at that setting is splotchy. Are those grass clipmapped polys or just plain polys? I tried to turn off self shadow and cast shadow in object properties to speed up render time but kray doesn't recognize it.
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: Exterior
1800/2400 was 1:30 h. Grass need correct (but I thing model, no textures - it`s small why we see connection, becouse I used small plants , maybe random rotate clone help me)geo_n wrote:VEry nice lighting. A bit overbright. Grass needs work imo. What's the render time on your octacore? Btw I sent you an email hope you got it.
I'm still not getting fast result with kray instance grass set at fg 10 min uncached and the grass at that setting is splotchy. Are those grass clipmapped polys or just plain polys? I tried to turn off self shadow and cast shadow in object properties to speed up render time but kray doesn't recognize it.
FG Uncache 100/0. Grass have`t texture only colour texture map from Y direct and reflection.
No mail received....
Re: Exterior
Oh I see. I'll pm you then. Try the powergon random clone trick. or maybe there's a plugin out there to clone random nulls in layout. Much prefer hd instance way of cloning though. Less objects in layout.
Re: Exterior
the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?
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- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: Exterior
Show me example.3dworks wrote:the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?
Re: Exterior
Hmm shadow color wouldn't look right imho. Color comes from sky so when u have a blue sky then u'll see blue shadows...Johny_quick wrote:Show me example.3dworks wrote:the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?
- Jure
Re: Exterior
look out of your windowjure wrote:Hmm shadow color wouldn't look right imho. Color comes from sky so when u have a blue sky then u'll see blue shadows...Johny_quick wrote:Show me example.3dworks wrote:the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?

or this one from a trip to dubai (the first i found, maybe not the best example, because the sky over there was not so blue), grab the RGB values of the people shadows and check the blue. hope the color information is passed well over the web.
markus
site: http://www.3dworks.com
reel: http://vimeo.com/threedeworks/demoreel
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Re: Exterior
i'm always using a slighly blueish shadow color for area lights faking the sun for exactly that reason. results is absolutely realistic and you can control this effect very well.jure wrote:Hmm shadow color wouldn't look right imho. Color comes from sky so when u have a blue sky then u'll see blue shadows...Johny_quick wrote:Show me example.3dworks wrote:the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?
markus
site: http://www.3dworks.com
reel: http://vimeo.com/threedeworks/demoreel
behance: https://www.behance.net/3dworks
reel: http://vimeo.com/threedeworks/demoreel
behance: https://www.behance.net/3dworks
Re: Exterior
Yes I used to do similar *before* i started using kray. In Kray you don't need to fake it - it will come automaticaly. Acctually you'll usualy want to tone it down a little since it may look too bluish.3dworks wrote:
i'm always using a slighly blueish shadow color for area lights faking the sun for exactly that reason. results is absolutely realistic and you can control this effect very well.
markus
The problem that "fake" shadow color approach has is that in ocludded areas where sky is not directly seen your shadow color would still appear blue where in reality it's not...
Anyways do some test and you'll see what I mean. I know Janusz tones down his sky because he doesn't want his colors to appear bluish...
- Jure
Re: Exterior
I can't really find fault with this render. Yes I'm colour blind, and yes the grass doesn't look 100% real and yes the palm tree leaves do need more polys - but - you have nailed the rendering absolutely.
When the things that stand out are related to modelling, you know you have got it right.
With regard to grass, it seems (to me personally) that the best results are always obtained with good texture maps. Instanced alpha or clipmaps can look good (I have never liked micro-displacement grass) but I always think that it has a natural patchiness that only a good texture map can capture. I know that some of you guys like using a lot of the new Lightwave tricks, and if you don't experiment you won't work out great new techniques. For me, I prefer great textures every time though.
I think this is a brilliant exterior render, and it compares fantastically with VRay output.
Wonderful!
When the things that stand out are related to modelling, you know you have got it right.
With regard to grass, it seems (to me personally) that the best results are always obtained with good texture maps. Instanced alpha or clipmaps can look good (I have never liked micro-displacement grass) but I always think that it has a natural patchiness that only a good texture map can capture. I know that some of you guys like using a lot of the new Lightwave tricks, and if you don't experiment you won't work out great new techniques. For me, I prefer great textures every time though.
I think this is a brilliant exterior render, and it compares fantastically with VRay output.
Wonderful!
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
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Re: Exterior
OK I raise saturate in Sunsky 10% (now is 50%) and change a bit hue to pink.3dworks wrote:the shadows in your exteriors are always very grayish, but in reality shadows on a sunny day with blue sky are always into blue... isn't it still possible to use shadow colour in kray lights?
btw new Pixel Order "Renderworm" is great....

Override 90 s, normal render 3 min.
Re: Exterior
looking better now! could be more intense for my taste, but its just that tiny bit which makes a difference.
btw. what is renderworm good for, apart looking really cool...?
btw. what is renderworm good for, apart looking really cool...?
site: http://www.3dworks.com
reel: http://vimeo.com/threedeworks/demoreel
behance: https://www.behance.net/3dworks
reel: http://vimeo.com/threedeworks/demoreel
behance: https://www.behance.net/3dworks