residential building with office

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lape
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residential building with office

Post by lape » Fri Mar 01, 2013 3:30 am

Here's my latest project, which is my first finished project with SkIndigo. Unfortunately there was a deadline (like always :wink: ) so i'ts certainly not perfect. Postprocess was used for color, distorsion and some trees and people. Comments welcome!
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P02a.jpg
P01a.jpg
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Zom-B
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Re: residential building with office

Post by Zom-B » Fri Mar 01, 2013 6:54 am

That looks really neat, well done.

Only the trees could use some work ;)
It pays off to have some prepared trees you can simply add to your scenes in the long run.
also use the new double-sided thin material for leafs it rocks hard!

Some Sky replacement would be also easy now with new alpha render mode ;)

How long did ya rendered that imag on what machine, its quite noiseless for that many windows... BiDirPT + glass acceleration?!
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Re: residential building with office

Post by Voytech » Fri Mar 01, 2013 8:09 am

Very clean! Was the client happy?

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Re: residential building with office

Post by Zom-B » Fri Mar 01, 2013 8:12 am

me never understands that need to fill scenes with 2D people, it nearly never looks good... But that is something what clients seem to like -.-'
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lape
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Re: residential building with office

Post by lape » Fri Mar 01, 2013 8:24 am

Yeah, the trees. I know, but as mentioned there was a deadline and not much time for me to experiment with materials... and I'm still working with version 3.4. I'm using Indigo now for about 4 or 5 weeks, so this was the best I could achieve so far. I will need certainly more time to understand all those possibilities for material settings...

In first instance the client was the architectural office I'm working in, and everybody was quite pleased :) In second instance this was a small architectural competition, but yet there is no final decision for the winner.
And white 2d-People are still better than cheap looking 3d-people -in my opinion (yes, it's for the clients :wink: )

By the way: Are all those new upgrades coming with the betaversion are available for all platforms? I'm using SkIndigo and RT.

Rendertime was about 7-8 hours each with BiDirPT+glass acceleration on a win 64bit system with an i7 920 @2.67GHz, 8GB RAM.
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cotty
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Re: residential building with office

Post by cotty » Fri Mar 01, 2013 8:37 am

lape wrote: I'm still working with version 3.4. [...]
By the way: Are all those new upgrades coming with the betaversion are available for all platforms? I'm using SkIndigo and RT.
I'm always using the newest RT beta, because there are a lot of improvements with every update... and hopefully there will be an update from SkIndigo soon, too.
little gallery... http://unverzagt.biz/cottysgallery/

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Re: residential building with office

Post by Zom-B » Fri Mar 01, 2013 8:39 am

while still working in 3.4 for tree leaves try to blend a phong material with a diffuse transmitter with same texture on a 2/3 phong and 1/3 DT basis, that should already raise the quality of your foliage :)

Beta versions are available for all platforms, exporter support for fancy new features may lack too.
Often (but not always!) a older Explorer can export a scene that a newer Indigo still can read, so you can benefit of fixes, improvements and speedups!

atm the transition to 3.6 is kind of slow for exporters since we get two new materials and other new toys to play with, I hope Whaat finds some time to update Skindigo too :)

here a quick overlook what has been updated since last stable version:

Code: Select all

3.6.8
* Render foreground alpha now works with GPU accel.
* Fixed problem with sun/sky not showing up with GPU accel on AMD GPUs with OpenCL.
* Added image dithering to imaging pipeline.
* New 'dithering' option added to Render settings, on by default.
* Fixed wireframe z-fighting on transparent materials in OpenGL preview.
* Added support for Gif image format.
* Made some changes to network rendering that may help throughput on Windows
* Changed Indigo Scene Packer so it only prepends 'PACKED_X_' to filenames when it needs to.
* When a render queue with a path (it was either loaded or saved) is open, the queue file name is shown in the title bar.
* Added progress column to render queue.
* Double clicking an item in the render queue makes it the current scene (renders it).
* 'Add Scene(s)' button remembers last path.
* Showing a little play icon in front of the current queue item.
* Added output path to render queue item UI.
* Render queue items can now be reordered with drag and drop.
* Render queue items can now be reordered with the move up/down buttons.
* Uploading and saving edited materials now saves/uploads the material that is applied to the preview sphere.

3.6.7
* Made render_foreground_alpha back into a checkbox instead of a render mode.  Foreground alpha now sets the alpha channel of saved images directly.
* Fixed loading of coating and double-sided thin materials.
* Made MatDB items display created-by username.
* Fixed loading of PIGS files.
* Fixed: GUI gets put in weird state after opening a scene with an error.
* Fixed crash when opening images in Indigo RT.
* Fixed radial splatter normalisation.
* Added 'Reload Image' button to texture editor window - reloads texture from disk.

3.6.6
* Various optimisations.
* Changed material saving back to not writing UIDs.
* Added voronoi3d() 3d Voronoi noise ISL function
* Optimised tonemapping, up to 2x faster.
* Fixed problem with environment/sun+sky lighting with GPU acceleration.
* Refactored GUI code a bit, fixed issue with scene build cancel button not being hidden.
* Fixed bug with path tracing mode and non-delta transparent materials in some cases.

3.6.5
* Fixed some crashes during scene parsing for malformed scenes.
* Hopefully fixed slow displacement + subdiv on Mac
* Fix for bright edges when using spherical camera in some cases.
* Changed coating and double sided thin materials to use roughness param instead of exponent.

3.6.4
* Fixed spherical camera so that the image tiles perfectly.
* Added Voronoi basis types for fbm() and multifractal()
* Fixed slow subdiv + displacement build problem in 3.6.3.
* Print out the mesh name while doing subdiv + displacement.

3.6.3
* Updated glossy transparent material to be more realistic
* Reduced noise for glossy transparent in some cases.
* Fixed scatter so that scattering on displaced objects works.
* Fixed bug with view-dependent subdiv for tri subdiv.
* Sped up view-dependent subdiv.
* Forcing a min number of subdivs for view-dependent subdiv so off-camera geometry is subdivided a bit.
* Sped up displacement
* Displace shader params can now use posOS().
* Added ridged FBM, also perlin and ridged multifractals.
* Added context sensitive Add node button to link field to add materials and media to empty link fields for faster workflow
* Changed default normal for section plane to 1,0,0
* Added "Add Section Plane" Action
* Added "Scene" menu, containing all "Add *" commands.
* Clamping coating thickness to >= 0.
* Improved many spin boxes to only show the number of decimal places needed.
* FIXED: 'Click to start rendering' is not displayed after loading materials.
* After editing constant value for param, changes to constant from e.g. shader mode.
* Made coating work with transparent (non-delta) materials.
* Fixed bug with UV layouts with multiple UV layers when saving.

3.6.2
* Fixed crash when coating substrate material was specular or glossy transparent.
* Fixed real-time changes for nested Coating and blend materials.

3.6.1
* Fixed saving and loading of Coating and Double-sided thin materials.
* Fixed real-time changes for Coating and Double-sided thin materials.
* Added absorption parameter and interference option to Coating material.

3.6.0
* Added new Coating material type (WIP)
* Added new Double-sided thin material type
* Added/resurrected Fresnel scale parameter to Phong material.
* Phong has been updated to be more realistic
* Increased RNG seed increment per network client to 1000.
* Added RNG seed to render queue item
* Fixed bug with glossy transparent where it would render black if internal IOR was < external IOR.
* Fixed bug with glossy transparent and delta scattering.
* Fixed bug noticed by Zom-B where shading normal flag is not set properly on tris after subdiv and with instancing.
* Added real(int x) to ISL_stdlib.txt.
* Added new spherical camera type.
* Fixed some issues with non-culling section planes and wide FOVs.
* Added ray-tracing optimisation for large meshes
* Fixed bug with bidir and participating media (missing term).
* Don't start rendering until scene is built.  Fixes annoying behaviour of timer and samples/second.
* Added drag and drop support for drag and dropping scenes etc.. onto GUI.
* Added 'Show last saved image' action in tools menu.
* Added play button and text in graphics view for when scene is open but not rendering.
* Made cache dir and render dir configurable from options dialog.
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Mor4us
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Re: residential building with office

Post by Mor4us » Fri Mar 01, 2013 12:21 pm

hi lape,
I think you already did great work on rendering part!!!
but to my opinion your image looses lot of reality with the wrong sized 2D people.
I've done this little sketch for you, to understand my point
if you're using a camera perspektive on eye level, your people shouldn't be taller than your horizon line

don't want to offend your work with my sketch, just for understanding

best regards!
Attachments
horizon.jpg
C4D R20 Studio
mad-imagery.com

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lape
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Re: residential building with office

Post by lape » Fri Mar 01, 2013 7:50 pm

...ok, here is my solution
is it possible to use the 2D cutout people on a vertical plane, and use the alpha channel on a material in Indigo? (By this way it would be easier to put them on the right place with the right height).
Attachments
P02a.jpg
P01a.jpg
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Re: residential building with office

Post by Zom-B » Fri Mar 01, 2013 8:41 pm

lape wrote:is it possible to use the 2D cutout people on a vertical plane, and use the alpha channel on a material in Indigo? (By this way it would be easier to put them on the right place with the right height).
Simply apply a alpha PNG with your silhouette on a plane and place it in the scene.
But since you don't gain any nice shadows of 2D silhouettes I would suggest do use such a quick 5min render only to have a orientation to position and scale the guys and gals in PS.
rendering them directly in Indigo would also risk that the client doesn't like one of them and then you need to rerender parts :/
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lape
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Re: residential building with office

Post by lape » Fri Mar 01, 2013 9:09 pm

Zom-B wrote:
lape wrote:is it possible to use the 2D cutout people on a vertical plane, and use the alpha channel on a material in Indigo? (By this way it would be easier to put them on the right place with the right height).
Simply apply a alpha PNG with your silhouette on a plane and place it in the scene.
But since you don't gain any nice shadows of 2D silhouettes I would suggest do use such a quick 5min render only to have a orientation to position and scale the guys and gals in PS.
rendering them directly in Indigo would also risk that the client doesn't like one of them and then you need to rerender parts :/
great, thx!
Since I'm in this forum I already learned a lot, and there's always someone with very useful hints and help. Very much appreciated ! :D
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Re: residential building with office

Post by polygonmode » Fri Mar 01, 2013 9:28 pm

Really well done! Cool...

I really like the pebbles on the right side of the building. People, sky and trees are already mentioned. Did you forget to texture the trunks of the small trees in front of the building, or was it wanted in that way?

Do you have any idea how does it take to set up the scene with textures, light and testrenderings? For me, sometimes it quite surprising, how much more time then expected, you spen on tweaking all the small things :)

Carsten
check my site: www.polygonmode.com

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Re: residential building with office

Post by Zom-B » Fri Mar 01, 2013 9:29 pm

Keep penetrating us with nice Render output and we are happy to help if questions arise :)
Its nice to support someone with a 3D backstory instead of total only beginners where you simply don't know where to start while viewing their renderings ;)
(no offense to all n00bs, but me wanna have some fun too ^^ )
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lape
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Re: residential building with office

Post by lape » Sat Mar 02, 2013 6:43 am

polygonmode wrote:Really well done! Cool...

I really like the pebbles on the right side of the building. People, sky and trees are already mentioned. Did you forget to texture the trunks of the small trees in front of the building, or was it wanted in that way?

Do you have any idea how does it take to set up the scene with textures, light and testrenderings? For me, sometimes it quite surprising, how much more time then expected, you spen on tweaking all the small things :)

Carsten

Thx! You're right, something went wrong with the texture of the trunks.... eehh no, I mean... this was intended. :wink:

I don't know how many hours I needed altogether for texturing, but it was quite fast... I needed more time for the trees, gravels, hedges etc. because these are external meshes and I had to work on them separately... but once this is done you get a nice library. Obviously I have to try this new doublesided material for my plants.
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lape
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Re: residential building with office

Post by lape » Sat Mar 02, 2013 6:46 am

Zom-B wrote:Keep penetrating us with nice Render output and we are happy to help if questions arise :)
You can be sure I will do this ! :mrgreen:
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