Yeah, I mean quite narrow and slanted.pixie wrote:Thanks master Ono. What do you mean by aggressive? Too narrow?OnoSendai wrote:Nice work Pixie. You really nailed the wet glass effect.
The crop is pretty aggresive, I think!
Simple Interiors Thread
Re: Simple Interiors Thread
Re: Simple Interiors Thread
Here my last work.
A simple shot.
As usual I love the mix of old and new
waz
A simple shot.
As usual I love the mix of old and new
waz
Last edited by waz on Tue Nov 13, 2012 10:27 pm, edited 1 time in total.
Re: Simple Interiors Thread
Clean and stylish as usual walter! Congratulations!
Re: Simple Interiors Thread
..an excerpt from a much wider archviz, super-PS!
Re: Simple Interiors Thread
looks promising, looking forward to see the rest of this project
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Simple Interiors Thread
..well..you won't
It is a very old project and I was just curious about how it woild come out in Indigo (rendered that in kerkythea ages ago, I think they were the times of Indigo 0.. The rest of the scene isn't really worth sharing
It is a very old project and I was just curious about how it woild come out in Indigo (rendered that in kerkythea ages ago, I think they were the times of Indigo 0.. The rest of the scene isn't really worth sharing
- Borgleader
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Re: Simple Interiors Thread
Dat modesty!Pibuz wrote:..well..you won't
It is a very old project and I was just curious about how it woild come out in Indigo (rendered that in kerkythea ages ago, I think they were the times of Indigo 0.. The rest of the scene isn't really worth sharing
benn hired a mercenary to kill my sig...
Re: Simple Interiors Thread
to continue my arch doodle series, first wip of a staircase picture i've seen
- still not sure if woodtexture fits good to concrete
- concrete walls still look flat though bump of 0.005 :-/
- still not sure if woodtexture fits good to concrete
- concrete walls still look flat though bump of 0.005 :-/
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Simple Interiors Thread
The lighting is perfect: maybe you could play a little with concrete textures and make it more shiny here and there, since the wooden paneling for the concrete results somewhere in more flat and therefore not bumpy areas.
Also, the metal is at the moment very clean: maybe add a little dirt, or use a map instead of plain nk data.
In the end, the handrail is now very close to the wall, and I'd be very curious about how you'd install it
Presumably, you'll need to have the metallic heads of the handrail separated from the central bar and fixed to the wall, and then add the bar. So, you'll see a tiny joint between the heads and the bar, and that could add a little lacking realism.
Hope not to have been a hassle!!!!!!!
Also, the metal is at the moment very clean: maybe add a little dirt, or use a map instead of plain nk data.
In the end, the handrail is now very close to the wall, and I'd be very curious about how you'd install it
Presumably, you'll need to have the metallic heads of the handrail separated from the central bar and fixed to the wall, and then add the bar. So, you'll see a tiny joint between the heads and the bar, and that could add a little lacking realism.
Hope not to have been a hassle!!!!!!!
Re: Simple Interiors Thread
Thanks for your hints pibuz, really appreciate it!
I already had map in exp channel to show some nice reflections but i'm still struggling with the new exp values since updated. what do you guys recommend for IOR and exp for this kind of concrete?
current setting for the wall is IOR 1.2 and 80(b) in multiplier for exp map
further arthur hinted me on repetition of floor texture.
for the metall bars i'll try get a sneak peek on curvature shader.
also appreciate your hawk's eye on the handrail i didn't give a thought to how to mount this handrail on the concrete yet, but i'm sure you're right it should be two parts.
I already had map in exp channel to show some nice reflections but i'm still struggling with the new exp values since updated. what do you guys recommend for IOR and exp for this kind of concrete?
current setting for the wall is IOR 1.2 and 80(b) in multiplier for exp map
further arthur hinted me on repetition of floor texture.
for the metall bars i'll try get a sneak peek on curvature shader.
also appreciate your hawk's eye on the handrail i didn't give a thought to how to mount this handrail on the concrete yet, but i'm sure you're right it should be two parts.
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Simple Interiors Thread
finally found the time to do some improvements on my latest image.
- added displacement to the wall material
- refined floor material to non-tiling
- corrected mounting of the handrails (thx pibuz for mentioning)
to the image: rendered for about 38h to 10kspp
.... and still so much grain on the metallic materials?
Is this known issue?
I can't believe this is intended?
- added displacement to the wall material
- refined floor material to non-tiling
- corrected mounting of the handrails (thx pibuz for mentioning)
to the image: rendered for about 38h to 10kspp
.... and still so much grain on the metallic materials?
Is this known issue?
I can't believe this is intended?
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Simple Interiors Thread
38 hours ? Jesus ...
Re: Simple Interiors Thread
hope you can feel my pain...
especially because i used both of my i7 for rendering...
btw: happy to see you back in here dcm
especially because i used both of my i7 for rendering...
btw: happy to see you back in here dcm
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: Simple Interiors Thread
Very nice and little improvements! But 38hours is outrageous! What render and lightning method do you use? Have you added exit portals?
Cheers,
Roo Evans
Roo Evans
Re: Simple Interiors Thread
thanks for the kind words foxar
rendermode was PT+BiDir
I tried this mode with exit portals before but somehow it turned out that the glossy reflections cleared even slower compared to not using exit portals
I thought about about using gpu acceleration but the heavy subdiv for displacement and big texture files (used 12GB RAM) are way to much for my small 756mb gpu :-/
maybe one of the devs could at least take a statement to the heavy grain? maybe i did setup sth wrong?
best regards
rendermode was PT+BiDir
I tried this mode with exit portals before but somehow it turned out that the glossy reflections cleared even slower compared to not using exit portals
I thought about about using gpu acceleration but the heavy subdiv for displacement and big texture files (used 12GB RAM) are way to much for my small 756mb gpu :-/
maybe one of the devs could at least take a statement to the heavy grain? maybe i did setup sth wrong?
best regards
C4D R20 Studio
mad-imagery.com
mad-imagery.com
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