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sutcac

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  1. Have you tried the Kerkythea forum? I think there are several good materials available in the Materials part of the forum, or in the repository I might consider using the same technique they suggest for grass, short of actual modeled grass using the Instancing Brush. Essentially, create a duplicate plane just above the main one, rename the material, and then use a clip map to break it up a bit. This gives it some depth, randomness, and hides some tiling sins.
  2. Lovely work, very nice attention to detail. Love the blanket draped over the chair. I always get excited about any architectural rendering that isn't the seemingly ubiquitous ultra-modern. A couple nit-picky things- Focus seems a little fuzzy? Intentional? The books on the shelves seem a little flat? And, something I run across sometimes in my own renderings which I don't often find a solution for- The scale of the whole image seems as if it is a model of a doll-house or something, like it's not full scale or something? Anyway, it's gorgeous either way. Nice work.
  3. Good call on the perspective. That's often a tricky one to get right but I think people sense it, even if they don't quite know what exactly is wrong.
  4. Are the flowers PS to begin with? Might as well just get a decent model for that, rotate and resize for variety.
  5. Sorry, dropped the ball on this. Holidays you know. I would have went for deck A. Not sure about the plants against the fence. Almost looks like they're coming through it? Anyway, it's pretty nice work.
  6. Hmmm...any export options with C4D? .3ds? .dwg? There are some great, free, open-source rendering solutions like Kerkythea (which you can get into via the free Sketchup) which I use exclusively that would really get you on a better footing with this. I model in Chief Architect and find their on-board Pov rendering solution to be completely unacceptable. Some kind of backdrop image would help. What is going on in those windows? Some kind of image placed there?
  7. Quite nice really. A few nit-picky thoughts- The area of the fireplace is the least convincing part. The material is kind of "glowing", maybe reflecting more light than it would appear to be recieving? For example, the shadow on the upper arch there doesn't seem to correspond accurately to those can lights. Also, whatever is supposed to be outside those windows seems to be vague, like a dense grey fog out there or something? Most of the stuff in the foreground is quite convincing though.
  8. Not bad, a few thoughts- The plant, couches, and the rug aren't terribly convincing. The plant and couches seem to be emitting light, or reflecting more than they are recieving. The rug looks like a stretched out image of some kind and not a fabric. Maybe find a better texture for that and add a bump for some depth. I don't do 3dMax/VRay so not sure "how" exactly to fix it, just some general C&C on the image.
  9. Nice render all-in-all. The TV, especially the screen, isn't that convincing. Maybe try an image there that emits a little light, or add a touch of reflectivity that a blank screen would typically have. The guitar looks a little phony, maybe work on that model and/or the materials on that. What is going on at the base/perimeter of the coffee table? Is that part of the table? Not sure about that wood, or what software you are using, but maybe two surfaces/mat's fighting for the same space, or a bump map in there somewhere? Just some suggestions.
  10. Much better. Now just aesthetically, I would go for a warmer brown color or something (like the wood might be), to contrast and compliment the other materials.
  11. Yeah, maybe just one or two renderings for comments per thread at the most would attract more attention and comments. One little tip- watch your wood grain direction, especially on things like furniture legs, cabinets, etc. always a common give-away. But fairly nice work all-in-all.
  12. I think the wood slats would be nicer for sure. Was that this month's issue? Got it but hadn't cracked it yet. I kind of dig this "Split House" in China.
  13. All in all a nice effort. The only thing that catches my eye as not that convincing are the block pavers. Not a very inviting looking house.
  14. I have done the emitter planes both ways. You can certainly make them in SU, but sometimes, especially for ones outside shining light in through windows, etc., you don't always know you're going to need one until you're in KT and do a test render. In SU, you can name the material LightEmit[x], where X is the power of the light when it gets into KT. But adjusting the power after the fact is finicky. I think I only do this when I know I want a surface to be an emitter, but it's almost as easy to just make sure the surface doesn't share a material name with something else and assign it Diffuse Light in KT. Sometimes when you try and adjust this in KT, the light just winks out and becomes not a light. You can just reassign it to Diffuse Light again and it comes back on. Hard to explain and a bit of a bug I think. Not sure about the image. Isn't BMP uncompressed? Odd they don't have the TIFF option and didn't even realize it till now. So, you taught me something too!
  15. Oh yeah, I am a big wordie- If a learn a new word or cool acronym, gotta use it ten times so I don't forget it. The thing about the physical sky, is that it seems to transfer that eerie blue/pink light into the scene too much. So the globals help with that too. I assumed it's checked by default but not positive. I always notice they cast shadows, so I never really thought about it. I feel like I've barely gotten waist deep into Kerky, but feel pretty good about the results.
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