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  1. AH! that's a coincidence! I discovered that feature on my EOSD400 last week, and did some research about it (found some freaky results http://abduzeedo.com/20-beautiful-hdr-pictures?=main ) . I used a demo of Photomatrix to combine the three different exposures into one HDR. And indeed great way of toning down overexposed, or exposing the dark. Especially great for skies in combination with landscape! I think this can be usefull in my first picture, to expose the way to dark apartment in the right. My environment outside the window isn't that detailled, so that's better off overbright Tnx Joel!
  2. Hi Joel! Thanks for the C&C! The people are actual geometry, and I think they don't cast shadow because there is no direct light being cast on to them, and daylight coming from the back and the windows in the front. I think i'm going to follow your advice and try it as a sterile environment, maybe the space will show up better that way. About the girl in the bathroom lights of heaven indeed I made that one as a production render, and forgot to unhide the geometry behind that girl, thats why the lights of heaven are cast . But when it was finished, I actually liked it that way. I like pictures of Gregory Crewdson, with its fake lighting telling a story. What do you mean with exposure bracketing? Thanks for your reply! Cheers, Paul
  3. Hi everyone! I would like to get your opinion on these. I'm currently working on my graduation project, designing a building for combined living and working with a symbiose of other programms. Here are three images I made. The first and second are rendered at the centre of the building, with units(cabins) that can be extruded or collapsed back inside the appartment. The second is the bathroom of one of the apparments. [ATTACH]25265[/ATTACH] [ATTACH]25266[/ATTACH] [ATTACH]25267[/ATTACH] I will post more images soon! For now, whats your C&C? Thanks!
  4. Poll

    Vray lighting

    Hi! Yes, 590 would be it because that means that you multiply your light sensitivity in a way that the area you pointed out is gonna be white. This way you have a proper bright area (no overburn(unless you want overburn somewhere)). The frame buffer supports this way, because it can provide you with floating color information (right mouse click anywhere in the V-ray frame buffer) other than that, you can apply a gamma correction (display in srgb), or exposure correction. In the upper left corner you can switch between the rendered image and Alpha (and many more if enabled, diffuse, reflection, Z-depth) used for Post processing. But most of all, it is usefull for information about the color and intensity levels. Good luck! Cheers,! P
  5. Poll

    Vray Cameras

    You could give scalpelMAX a try, I believe it actually changes the geometry, so you can use Vrayphys.cam for sure. Good luck!
  6. Poll

    Vray lighting

    Well, what works for me is only use your vraysun light. Then place a vrayphysical cam (like f8 ss30 and iso aprox 400) Enable vray frame buffer, then render, right-click on the area you want to be white (probably your colums on the left) and look for the floating color index (probably around 1.0000) If your scene is too dark then the given index should be below 1 (like 0.6777) Remember this number and divide your ISO by this one (400/0.6777) Now you should have a direct sunlight coming in at full strenght, and your cam. properties in the right settings. Change your Gamma to 2.2 to brighten up the dark spots (in the vray settings and frame buffer) render again, and look where you need some light tweeking (maybe a vrayplane light behind the cam to simulate a flash light). well.. and I can recommend reading about LWF (linear workflow) Keep us posted!
  7. I did a little test scene myself trying to simulate a physical scale model. (after having seen the one from Kalle) What I did was take an existing scene, adjust the lighting (standard setup with vraysun and phys cam) And the only thing left was make a simple wood material (like Kalle described) and map it onto the model. Well, here it is! I'm pretty pleased with the result [ATTACH]25119[/ATTACH] [ATTACH]25121[/ATTACH]
  8. OMFG Kalle!!! THOSE ARE TOO PERFECT!!! those are going straight into my inspiration folder!! Really WOW!! Great job! i'm going to try this out to (and now I did, see next post)
  9. Yeah, it comes down to an Index of refraction of 1.52, fresnell reflections, and a falloff map (perpendicular/paralell) in the reflections slot. And Architects like high reflections so crank those up to the max, and maybe a tiny tint of bleu in the fog box (with as far as I understand a parameter of 1/10 times the thickness of the material) That usually works fine for me.. but I agree with Rick so i'm going to redirect you to: http://www.aversis.be/tutorials/vray/index.htm 10. Basic Vray material creation and 5. Glass & liquid will help you out A LOT! Great site, so thanks Mr. Aversis!
  10. Poll

    Shadow Insanity!

    Wow thank you, well the tree is from Archmodels vol 31. Nicely modelled trees and foliage that I don't have the time for to do myself. BUT, I don't like the supergreen textures that come with these models, so it has a HUE shift of minus 10, and some desaturation. This trick works great on all too green/plastic trees/foliage. Here is a render without the hue shift and desaturation (see the difference with the first one) [ATTACH]25031[/ATTACH] and a bonus (not really nice to post it here I think) the interior of those appartements in the background [ATTACH]25032[/ATTACH]
  11. Poll

    Shadow Insanity!

    a quickie right back at ya The people are photoshopped, just a cut out silhouette with a white outline stroke sun bias.. aahh
  12. Poll

    Shadow Insanity!

    Thank you for your help Brandon, Claudio, Wimpy and Thierry! But my friend Claudio, you hit the spot! It was the bias in the sun! I had it at 1,0 meters thinking the shadow bias only affected the hardness of the direct shadows, and not whether or not to cast it at all! When I changed it to 0,2 it worked like a charm!! So Thank you very very much! So here it is: [ATTACH]25015[/ATTACH]
  13. Poll

    Shadow Insanity!

    I'm losing my mind here :S.. It seems that when objects reach a certain height they start casting shadows, so I thought maybe it had something to do with the vraysun target? .. its a standard light setup (Vraysun linked to daylight system).
  14. Poll

    Shadow Insanity!

    Hi, well.. i did that ... it gives the same result. I added a solid box, with standard vray material I don't think it has anything to do with the material, cause I tried several. [ATTACH]24990[/ATTACH]
  15. Poll

    Shadow Insanity!

    I must admit, that shadows are a b*tch, but this time I really don't understand what’s happening. In the attached image you see an object that should cast shadows on the wooden floor, but it doesn’t. I thought, well maybe the object doesn’t cast shadows, or the floor doesn't receive them, so I added a dummy object. This one casts shadow and RECEIVES shadows from the problem object. So the case is an object that does cast shadows, and a floor that receives shadows, but not from each other?! Anyone.. please.. Thank you in advance! [ATTACH]24987[/ATTACH]
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