Jump to content

infarq

Members
  • Posts

    50
  • Joined

Personal Information

  • Display Name
    infarq
  • Country
    Spain

infarq's Achievements

Newbie

Newbie (1/14)

10

Reputation

  1. thanks jeff this is one of the reasons because i wisit your website everyday
  2. great work i specially appreciate the green glass in the shelf on the left maybe the red pasltic material looks a bit shiny congratulations
  3. try to decrease the size of the UVW mapping that's the reason becuase your grass seems to be too coarse another thing you could try is to turn OFF generate GI to decrease rendering time and increasing the receive GI parameter, something like this genGI OFF recGI x3.5
  4. hi i think that you could do a fake ( i mean with this :: easy, fast, not accurate but realistic with a bit of job)... you could use 2 or 3 textures moving down mixed to achieve the look of the fast falling of water ( separated from the wall) and the slow falling down of water that is sliding over the wall i repeat it's a fake but if you want one advice, in the day after tomorrow ( i think) they used realflow to simulate the sea entering in NY and when they tried to modify the simulation and they weren't getting the desired effect, they decided to fake the water with particles following the behaviour showed in the simulation fo realflow... i want to say that sometimes it's better a fake that a simulation that you cannot modify to be realistic or at least seem to be luis
  5. mmmmmm... if you are not convinced about hdri... just take a look here http://www.debevec.org/Movies/debevec-rnl.mov http://www.debevec.org/Research/HDRTM/ i think that ilm, d2, pixar... game industry...etc are using hdri for any reason, dont you think the same?
  6. yes, i'm agree, i started last year to shot hdri for some projects discovering that for reflections is a good choice but for lighting skylights for architecture viz i finally prefer to use a gradient ramp, more controllable and predictable
  7. this is the bible about hdri from its developer :: http://www.debevec.org/IBL2003/debevec-IBL2003-Main-slides.pdf and for what you could use it.... buff... let me explain some concepts hdri high dynamice range image is a format that stores the power of lighting in an image, if you capture an image you cannot light and scene using that image because software only will understand 0-255 levels of white and therefore it will think that the white sun have the same power to light the scene than a white curtain or a white floor... hdri is a format made from a sequence of several images made with different exposures showing in a low exposure photograph that only the sun remains in a white colour meanwhile the floor or a curtain becames dark for what??? for achieving accurate reflections in reflective objects as windows.. take a look in this 3d image we made... ok, it's not really a good look but keep in focus looking in the sun reflection against the sky reflection, this is because the hdri of the bakcground "tells" to the glass that the sun is a lot brighter than the blue sky
  8. you could make manually a fake... if you have a normal image, you could adjust brightness and levels in some parts of the scene in 2 or 3 steps but keeping bright some areas as sun reflections or lamps... this could be a fake of it... because you will be faking the underexposured images of the original.. the same with the overexposured images over the original image
  9. hi i have just tested the file/automate/merge to HDR tool that comes inside photoshop CS2 and it's amazing i found a lot of times troubles building hdri because :: A sometimes you get saturated hdris for your environments B even if you are very carefull with the tripod and the camera, some images are a bit moved concern to the next one C if you are working with a not totally espherical probe you must to fill the areas of the photo that aren't useful for the hdri (see attached image) CS2 make this easy :: A you could make an action to desaturate a sequence of images for making the hdri ( this is not new) B merge to HDR have an option to autoalign the images C finally, you can modify areas of the images transforming the scale or whatever you need, then you can edit an hdri... good luck with the hdri, ;-)
  10. hi jeff the movies submitted must be about one project or we could submit a reel with scenes from several projects? thanks and thanks for supporting another year the 3dawards, :-)
  11. hi there is a simple trick that you could try.. if you calculate irradiance map or light mapping (if you don't have glossy refelections traced with light map) with an override material made of a standard 200white colour material, you don't have any bleed at all after this you disable the override material option and render again with the irradiance and light mapping loaded from files ( that don't have bleed at all) you will have a perfect look another option is creating another set of materials with desaturated textures and calculate imap+lightmaps and going back to render with the original set of texture note:: in lightscape we had a simple parameter to reduce the bleed efect
  12. Studio/Institution: urbansimulations Genre: Institution Software: vray x ambient occlusion Website: http://www.urbansimulations.com Description: intro scene for an arch viz movieintro movie:http://www.urbansimulations.com/pro/cgcf/test00
×
×
  • Create New...