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3dworks

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    3dworks
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    Germany

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  1. the funny thing is that they started as a mac only company years ago. if you have a look at the 'about us' section on their website, you can still spot a golden 'macuser' award from 1992... that's the way to thank their most loyal users. as time goes by... cheers markus
  2. i would not expect them anymore developing any OSX version. they dropped the mac development of 'flower' a long time ago, not keeping their promises. which is disappointing because some of us mac users invested a lot of money into the suite (and into treestorm for EIAS much time before). i'm still using the current tree suite on leopard with just a few hickups, but who knows if the next OSX generation will not break it? the only thing we can do is to send them a mail asking for continuing mac support, as i did several times... cheers markus
  3. just in case, there's this: http://www.firevector.com/firevector-products.html cheers markus
  4. hi, thanks for the comments! the project took several weeks because of the lengthy revision and correction process. the longest part was the initial modeling process, which took around 2 and a half weeks. the light rig was the set up i a few days. @crazy homeless guy: yes, real lights placed inside modeled interiors are giving the best results, all other results would have compromised the accurate exterior lighting setup. i agree with you about warmer colors for inside lights - in this case i tried to keep a good balance between strong exterior and interior lighting and rendered with the intention of a little bit of overexposure, which fades the subtle colours (each apartment area has a different one) a bit out. to some degree, also postprocessing the image for small web version contributed to flat the colors a bit out. @Horhe: image was not cropped, but the client decided to show only the relevant upper 2 thirds of the building. reason was to have a 'clean' image of the lighting concept and it's distance perception, without distracting background. in reality the building will stand very next to other ones, so this is definitely an idealized representation. markus
  5. Here one of my latest commercial works, i hope you don't mind if i post the same text as on my cgsociety gallery. This image (which is part of a series) was created for showing the final client in Dubai the complex light design created by renowned lighting engineers in Berlin for this very tall skyscraper. I first had to create a complete and very detailed solid model in formZ (around 6 million polys) of the building, using the original AutoCAD DWG plans and a rough Sketchup model for reference and orientation. The detail was needed for getting a simulation result as close as possible to the real lighting. Once the light design was completed by the engineers, it was transferred into LightWave by setting up a complex light rig made of around 1.500 spot and area lights. The Luxigon technology in LW was used to place lights using random selected polygons inside the apartments. The final rendering was done in radiosity mode with Worley's FPrime 3.2, which was also indispensable when used as a real time render preview for setting up the different light rig parts. Final render resolution was 6000 x 3000 pixel, and each image was rendered overnight on an 8 core Mac under Windows XP64 with 8 Gbyte of RAM. Cheers Markus
  6. Studio/Institution: 3dworks visual computing Client: Inhouse Project Genre: Residential Interior Software: formZ, Lightwave, Kray, Photoshop Website: http://www.3dworks.com Description: Architectural interior study, completely modeled in formZ.This scene started as a client work a long time ago, but later I modified the design again and again. Eventually it became my preferred inhouse interior test scene!
  7. Studio/Institution: 3dworks visual computing Client: AS Architects, Berlin Genre: Commercial Exterior Software: formZ, Lightwave, Maxwell Render, Photoshop Website: http://www.3dworks.com Description: The building contains high end recording studios, guest apartments and a club. Designed by AS Assmann Salomon Hellermann Architects, Berlin. Modeled in formZ, rendered in Maxwell Render, composited in Photoshop.
  8. Studio/Institution: 3dworks visual computing Client: Kardorff Ingenieure, Berlin Genre: Residential Exterior Software: formZ, Lightwave, FPrime, Photoshop Website: http://www.3dworks.com Description: This image (which is part of a series) was created for showing the final client in Dubai the complex light design created by renowned lighting engineers in Berlin for this very tall skyscraper.I first had to create a complete and very detailed solid model in formZ (around 6 million polys) of the building, using the original AutoCAD DWG plans and a rough Sketchup model for reference and orientation. The detail was needed for getting a simulation result as close as possible to the real lighting. Once the light design was completed by the engineers, it was transferred into LightWave by setting up a complex light rig made of around 1.500 spot and area lights. The Luxigon technology in LW was used to place lights using random selected polygons inside the apartments.The final rendering was done in radiosity mode with Worley's FPrime 3.2, which was also indispensable when used as a real time render preview for setting up the different light rig parts.Final render resolution was 6000 x 3000 pixel, and each image was rendered overnight on an 8 core Mac under WIndows XP64 with 8 Gbyte of RAM.
  9. you can also influence the sky luminance intensity when rendering in multilight mode. cheers markus
  10. not sure what 14 h do mean without knowing your tech specs, but anyway, a few tips - maybe you already know them... make sure you didn't use any reflectance 0 value with a single RGB entry at 255 or just below. personally i stay under 230, but in any case, stay under 240, this results in clearing up noise much faster. the reflectance 90 value has no influence on this. also, try to keep emitters as simple as possible. don't place emitters behind dielectrics if you can avoid it. and, as already suggested, add an invisible emitter plane with the same camera direction, this helps to 'fill' the interior with additional light. be careful not to set this emitter too high, if not you will get the well known 'flash' effect. cheers markus
  11. did you select this shared folder containing the textures with the 'default path' for bitmaps in the 'add job' render options? this usually resolves any path problems. cheers markus
  12. just as an update: now the site is gone completely - a stupid keyword advertising placeholder web site is there. really disappointing - and still no answers about any kind of refunds... markus
  13. i didn't see any update on got3d.com since nearly a year now, and i didn't get a reply from dave if there will be any updates again - even after sending a few mails. as i had a monthly updating texture subscription i canceled my monthly subscription immediately, but of course the money for some months is gone now... i wonder what is going on, because judging by the mail contacts i had with him in the past, dave (the owner) seemed to be a nice guy - so i hope nothing serious happened, of course. so, in any case, just be warned, if you are a subscription member - check your CC card. markus
  14. maybe could you be a bit more specific about what exactly in the interface is worse and show us an example which demonstrates that quality (do you mean render quality?) is worse in your opinion? markus
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