Exterior - times of day
Exterior - times of day
Nothing revolutionary here. Just felt like doing an exterior after flicking through some architecture books. Then felt like milking the scene by rendering at different times of the day. The night one never really cleared so it has a lot of Neatimage applied to it. The others took some time too but kind of converged in the end. The pool is a volume with a bump map. The gravel on the left (where the vegetation is) is displaced. Everything was modeled in Blender apart from the plants and trees which are a mixture of free models. Hope you guys like it.
Each image was rendered at 2000x2500 pixels using Indigo 1.0.9 64 bits. Rendering times varied between 8 and 30 hours. I blame the trees for the long render times, but I'm not sure.
Each image was rendered at 2000x2500 pixels using Indigo 1.0.9 64 bits. Rendering times varied between 8 and 30 hours. I blame the trees for the long render times, but I'm not sure.
- Attachments
-
- Casa1.jpg (235.83 KiB) Viewed 7746 times
-
- Casa2.jpg (230.54 KiB) Viewed 7747 times
-
- Casa3.jpg (230.69 KiB) Viewed 7747 times
-
- Casa4.jpg (236.78 KiB) Viewed 7747 times
Really beautiful images, congrats.
I think the last one looks best.
Did you use aperture diffraction?
It's a pity the night one didn't clear up, I'm not sure why, but I suspect the water and glass and lighting interactions become more dominant in that setting.
Is the water a bump map?
Oh, and please upload to gallery! thanks!
I think the last one looks best.
Did you use aperture diffraction?
It's a pity the night one didn't clear up, I'm not sure why, but I suspect the water and glass and lighting interactions become more dominant in that setting.
Is the water a bump map?
Oh, and please upload to gallery! thanks!
One other thing,
Are your leaf materials for the green leaves and flax diffuse materials?
They look like they are diffuse, and have a somewhat too high albedo.
I suspect that using a green phong material, perhaps blended with a green diffuse transmitter (see e.g. the Dr's material experiments) may be more realistic.
Are your leaf materials for the green leaves and flax diffuse materials?
They look like they are diffuse, and have a somewhat too high albedo.
I suspect that using a green phong material, perhaps blended with a green diffuse transmitter (see e.g. the Dr's material experiments) may be more realistic.
-
- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Ono: Hey master. Glad you like them. I used aperture diffraction on some of the images and not on others (don't ask why, no idea). The last one doesn't have it.
Yep, the water is a bump map, which I know is not ideal, but I wanted to keep the scene relatively light because of the trees that add so many polys.
Re the night scenes: All surfaces are phongs or speculars and that scene has quite a lot of emitters plus an HDRI. Considering the complicated paths because of the leaves, I guess that explains why it took so long to render...
As for the leaves and plants, they are all the same: phong+diffuse transmitter. The only difference is that the tree at the back is crap and the leaves are only alpha maps whereas the red tree actually has individually modeled leaves.
Photoguy: The trees are all free models from the web. The red one is from the Dresden University Xfrog Public Plants repository. It has great trees, unfortunately the site has been down for a week now.
Enrico: Hey man. I guess I've answered the tree question. Yes, I used an exponent map for the ground, and for most materials too. I generally use both bump and exponent as it really boosts realism.
Vanessa07: Hi there. Thanks a lot
Yep, the water is a bump map, which I know is not ideal, but I wanted to keep the scene relatively light because of the trees that add so many polys.
Re the night scenes: All surfaces are phongs or speculars and that scene has quite a lot of emitters plus an HDRI. Considering the complicated paths because of the leaves, I guess that explains why it took so long to render...
As for the leaves and plants, they are all the same: phong+diffuse transmitter. The only difference is that the tree at the back is crap and the leaves are only alpha maps whereas the red tree actually has individually modeled leaves.
Photoguy: The trees are all free models from the web. The red one is from the Dresden University Xfrog Public Plants repository. It has great trees, unfortunately the site has been down for a week now.
Enrico: Hey man. I guess I've answered the tree question. Yes, I used an exponent map for the ground, and for most materials too. I generally use both bump and exponent as it really boosts realism.
Vanessa07: Hi there. Thanks a lot
- joegiampaoli
- Posts: 837
- Joined: Thu Oct 05, 2006 7:12 am
- Location: San Miguel de Allende-MEXICO
- Contact:
Just amazing! I especially like the night version
@Ono: I've no idea, if that'd make any sense at all, but would it be possible to make an Oren Nayar Transmitter? - a diftrans with roughness? Or wouldn't that make any effect at all?
Just thinking, because maybe that'd be even more real, when blending it with a phong to fake leaves.... (or any other textured material with SSS - skin may also be improved in that way... - Of course only if it works as I imagine)
@Ono: I've no idea, if that'd make any sense at all, but would it be possible to make an Oren Nayar Transmitter? - a diftrans with roughness? Or wouldn't that make any effect at all?
Just thinking, because maybe that'd be even more real, when blending it with a phong to fake leaves.... (or any other textured material with SSS - skin may also be improved in that way... - Of course only if it works as I imagine)
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
Who is online
Users browsing this forum: No registered users and 43 guests