Villa
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Villa
Hi,
Here is another personal project, as the "Cloitre", this is quite a huge scene. Here is a first shot with HDR lighting, about 8h in 1440x800 on a i7, this new processor is really powerful with its 8 threads, I really enjoy it.
Here is another personal project, as the "Cloitre", this is quite a huge scene. Here is a first shot with HDR lighting, about 8h in 1440x800 on a i7, this new processor is really powerful with its 8 threads, I really enjoy it.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: Villa
+1Godzilla wrote:To the Best of Indigo for sure.
But the grass...
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Re: Villa
Thanks guys,
@zeitmeister:Indeed I wasn't very happy with the grass which is to regular, I'll try to play with heavy painting to get variation on particules size, I did it for the Cloire and the result was much better. I'll post the fixed version later on.
@zeitmeister:Indeed I wasn't very happy with the grass which is to regular, I'll try to play with heavy painting to get variation on particules size, I did it for the Cloire and the result was much better. I'll post the fixed version later on.
Re: Villa
Stop posting that crap Enrico, I can't stand it anymore!
j/k
I do enjoy seeing good texture work. Beautiful renderings going on there. Ya the gra ... what?
take care
psor
j/k
I do enjoy seeing good texture work. Beautiful renderings going on there. Ya the gra ... what?
take care
psor
"The sleeper must awaken"
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Re: Villa
I've recalculated the grass part playing with the particule size to get some variation, imo it's better now.
@psor:I'm afraid I can't stop, you know it's just like when you have a new toy
@psor:I'm afraid I can't stop, you know it's just like when you have a new toy
Re: Villa
Nice render Enrico. Please upload to architecture gallery If you're finished.
One crit: Maybe try making the grass a phong material? It looks a bit flat/fuzzy without any specular highlights, as I'm guessing you're using a diffuse material currently.
One crit: Maybe try making the grass a phong material? It looks a bit flat/fuzzy without any specular highlights, as I'm guessing you're using a diffuse material currently.
Re: Villa
lovely image!
I would change the color of the lamp in the room... looks way to grey+dark
Maybe a version with light on in the room colud be nice too!
I would change the color of the lamp in the room... looks way to grey+dark
Maybe a version with light on in the room colud be nice too!
polygonmanufaktur.de
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Re: Villa
Thanks for suggestions,
@Ono: I tried with phong shader and I got the same result, probably due to the hdr illumiation which is a winter flat sky.
@ZomB: Yep, I did it. I had to stop the rendering of a box corresponding to the half of the image after about 14h on my i7 and there were still a lot of noise, @Ono, any idea why combining hdr and mesh lights took so long ?
@Ono: I tried with phong shader and I got the same result, probably due to the hdr illumiation which is a winter flat sky.
@ZomB: Yep, I did it. I had to stop the rendering of a box corresponding to the half of the image after about 14h on my i7 and there were still a lot of noise, @Ono, any idea why combining hdr and mesh lights took so long ?
Re: Villa
I'm not quite sure why, maybe more rays are getting allocated to the env map. try turning up the brightness on the mesh, and then turn down the layer gain afterwards.enricocerica wrote:Thanks for suggestions,
@Ono: I tried with phong shader and I got the same result, probably due to the hdr illumiation which is a winter flat sky.
@ZomB: Yep, I did it. I had to stop the rendering of a box corresponding to the half of the image after about 14h on my i7 and there were still a lot of noise, @Ono, any idea why combining hdr and mesh lights took so long ?
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Re: Villa
Again you make me jealous as hell.
I always love your texturing.
Any tips you could spill on good texturing that are general enough to be applied to all host apps?
Thanks for sharing this image. Lovely inspiration.
I always love your texturing.
Any tips you could spill on good texturing that are general enough to be applied to all host apps?
Thanks for sharing this image. Lovely inspiration.
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- Posts: 155
- Joined: Wed Jul 12, 2006 5:26 pm
Re: Villa
I always love your texturing.kwistenbiebel wrote:Again you make me jealous as hell.
I always love your texturing.
Any tips you could spill on good texturing that are general enough to be applied to all host apps?
Thanks for sharing this image. Lovely inspiration.
Any tips you could spill on good texturing that are general enough to be applied to all host apps?
Thanks for sharing this image. Lovely inspiration.[/quote]
Well, it's hard to give good advise on texturing as there is no miracle, texturing is imo the harder part of the job as it requires a lot of work, first to get a nice UV mapping and second to prepare the texture maps. Usually I grab them on CGTextures site which really provides good base images. I always try to create bumb and spec maps based on them as the usage of those maps really make the difference, test and fix is then the only efficient workflow. I also try to avoid displacement for grass or carpets and prefer to play with bilboards and alpha based images like I did for the grass and the carpets on that one.
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