hi all,
this is my latest arch-viz project. :art: (just texturing & lighting, modeled in archicad from cad (.dwg) references)
C&C are welcome.
ps_1: according to this http://www.frenchcinema4d.fr/forum/i...?topic=19879.0 my price was too low :cry2:
but maybe my low prices are an adventage for someone who wants to participate as a hepling hand in arch-viz projects teams.
ps_2: you can download the brick & architectural glass shader plus the simple lighting setup here:
http://www.sharecg.com/v/6491/materi...&-brick-shader
render time approx. 7mins for each facade. a little photoshop to add the sky.
render time approx. 5mins. pure gi, no AO, straight output, no postwork at all.
render time approx. 5mins. pure gi, no AO, straight output, no postwork at all.
iconpoetry is practicing serious fun.
Nice indeed. :poucehaut:
Quick rendering times. What machine?
Another question: the leaves are alpha mask? I almost always have troubles with GI and alpha channels, did you do something spécial, or am I doomed with this channel?
But by thinking of it, it's not 100% Gi since you hav hard shadows from the sun !
Thanks for sharing your work :odile:
2x6coreXéon2.66(24T);64Gram; GTX 1080; OSX10.13.6 ////
Mac Studio 128 Ram ; OSX 12.3.1 ; papiercrayoncerveau;S22Studio;Redshift;Zbrush2022; CS2022
///SHTL 2011 DEMO HERE : http://demo.shtl.org/ /// NEW! 2014 WIP
Hello George, nice renders, but you have some major issues with AA.
You should set your AA to best, to avoid jagged edges inside your alpha mapped leaves.
I think you could tweak the lighting slightly and give more strength to your sun, as it's a bit weak at the moment.
A little bit more details and elements would have been nice too, like characters, chairs and tables on the balconies, cars in the street and so on...
Nice work anyway, and speedy render times! :poucehaut:
Fluffy mais costaud...www.fluffy4d.com
tnx for your comments.
i am working on a Dell M65 laptop dual-core @ 1.83Mhz, 1.00 Gb of Ram.Quick rendering times. What machine?
yes, the leaves are alpha mask. alpha channel set to "soft" & "image alpha".the leaves are alpha mask?
ah, yes shtl, you are right :poucehaut:But by thinking of it, it's not 100% Gi since you hav hard shadows from the sun !
i used the sky plugin and an infinite light as sun object, plus 2 environments objects, a pale yellow and a pale blue @ 10% strength.
10% is too high for my standards but i did that cause i used Diffuse depth=1, so i needed more ambient light.
render times refer to 1024*768 image size, these are my settings:
plus Options-->
ray depth=6
reflection depth=3
shadow depth=6
yes, i (almost) never use AA, but i will from on.Hello George, nice renders, but you have some major issues with AA.
but through compositing tag and not for all objects, cause i think that it will add to render time.
i had no time to add details, cause we had to move to our new house during the project preparation.A little bit more details and elements would have been nice too, like characters, chairs and tables on the balconies, cars in the street and so on...
tnx again for your comments.
iconpoetry is practicing serious fun.
Bravo Georges !
Very great rendering time, but i'm agree whith Fluffy, some more détails would be greater.
Also, as your rendering time is very low ( :shock:! ... :prie, you should have increase GI parameters, there are many artefacts on the garage's shutter. You should add à displace channel too in your stone's shader. I don't think it would unbeleavely increases your rendering time, and your picture would seams more finished, cleaner
But it's also à very great result as it ! :prie:
:poucehaut:
Qui fait le malin, tombe dans le ravin...
thx for your kind words BerTiN03!
i didn't add details, cause i wanted a more minimal look, like an architectural plaster model (maquette?).
about the rendering times, that is always my concern, cause for many years, i was working on a painfully_slow Pentium II @ 0.8 Ghz.
this is my latest technique (2 environments, 1 infinite light & the sky plugin).
the other technique i used to do was to:
render with super GI settings @ 1/10th (1/6th)of the final size of the image,
save the solution,
and then re-render @ the final size (without saving the solution, of cource).
that trick made a huge differense on my old pc.
(it was the time that i discovered that the numeric input cells of cinema 4d behave like excell calculation cells
(i.e. when entering 500/2 the result is 250 !!)
iconpoetry is practicing serious fun.
:mrgreen:Envoyé par georgedrakakis
2 environnements ?.. :? :?: :?:
EDIT : oow. I would like to thank you very much for your wonderful leather shader ! -->CLICK ME
Qui fait le malin, tombe dans le ravin...
tnx, credits also goes to shtl, i would have done nothing without his help.EDIT : oow. I would like to thank you very much for your wonderful leather shader ! -->CLICK ME
iconpoetry is practicing serious fun.
haha! I'm confused, I would never have though of a way for this shader without being attracted by your tests, and the base you started.Envoyé par georgedrakakis
Cool teamwork then !
2x6coreXéon2.66(24T);64Gram; GTX 1080; OSX10.13.6 ////
Mac Studio 128 Ram ; OSX 12.3.1 ; papiercrayoncerveau;S22Studio;Redshift;Zbrush2022; CS2022
///SHTL 2011 DEMO HERE : http://demo.shtl.org/ /// NEW! 2014 WIP