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Casey Hawley

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  1. If you have reference images of what you want, you can try analyzing them to find dimensions. Basically, open the image in something like Photoshop. Then find details near the window that you can start to use assumptions on their width or height. In my example below, I was initially looking to figure out the height of the header above the door using the base tile height. Later, I used perspective lines that informed me of the height and dimensions of other details. As I was doing this, I was changing the sizes of my 3d models to see if the scale looked similar to the picture by placing my camera in a similar position. In case you're wondering, the base tile turned out to be 8"h, making the door header 110" A.F.F., and the wall tiles a mix of 16x16" and 8x16" tiles, making the wall 120" tall (not including the 4" cap), and the green beams 14"h. Luckily, most major structural details in architecture measure to nice round numbers! Good luck!
  2. Does anyone use progressive render? You can set the length of time you want the render to run. Works great for drafts when up against a deadline.
  3. Divide the numerator by the denominator. That is: divide 7 by 8 = .875 Math skills are good to have in this industry. However, if you stick with it you will eventually memorize this since architecture uses them all the time.
  4. In the past, opening files that used older VRay versions it would ask if you wanted to update the sun/sky. You would always so NO so it would use the legacy (older) sun/sky model if you wanted the rendering to look the same as before. Not sure this is still the case, though. If you're not using sun/sky then this should have no effect.
  5. Models, lighting, and textures are great. Only critique I have is that the music doesn't fit the camera movement style. Audio is most effective when used to enhance the visual and it's not doing that here. Other than that, nice work!
  6. The color and layout of the hexagons is like dark clouds in the sky. Along with the poop-water in the large plant, these elements evoke a sort of gloom in contrast to the bright chair color. Nice. I like it.
  7. Turn off smoothing group for the object. Or you might need to turn the invisible edges that are forming the dark area. Or just cut the object into quads.
  8. Beyond what has already been said, I don't like how all the birds are basically the same size. Also, the hip and ridge tiles are not very realistic, as they are simple half-circles and sloppily overlapping at the corners leaving gaps. The very upper ones are angled slightly off. The upper balcony eave looks odd, like there are gaps in the walls or something. Lighting and vegetation overall is nice!
  9. Why wouldn't Absolut want their product displayed in a nice bar/club rendering? That is exactly where one expects to find such a thing! And yes, please use Digital X, Monkey o Doom, and VizualMethod models!
  10. I build my own. However, once when I needed a render slave I looked at some BOXX configs and essentially used it as a guide to buy the parts and built a very similar rig for half the cost of the BOXX. Some of the render farms sell workstations, too. Look at Render Storm.
  11. Is the light inside geometry, or possibly right on the edge? Or maybe it's those tiny omni lights at the ends of the lights. Basically, you don't want the point of emission (the very center of the light) to be inside geometry, or snapped exactly to a face. Also, your render settings look non-standard, especially the Light Cache settings. If your light positioning is good, reset the render settings to default.
  12. Oh, here you are again. Set the bitmap filter mode to 'Summed Area' for the solar cell texture.
  13. Try setting the bitmap filter mode of that solar cells texture to 'Summed Area'.
  14. AO looks a bit over done, especially where the ceiling meets the walls, which highlights something strange going on at the upper left corner. Object scale seems inconsistent, for example the chair looks huge compared to the bed. For a room with such a big huge window on one side, the lighting is far from natural, meaning it doesn't seem to be coming from the window beyond the highlight on the floor.
  15. Personally, I don't attribute chromatic aberration to realism because it is the result of physical limitations within a camera lens and my eyes are not camera lenses. Adding this type of effect in post is almost always overdone, making the image less realistic. Every scene is different. Not every scene needs glare/bloom, chromatic aberration, etc. If you're adding an effect to every render because "realism", you're only actually doing it because "habit".
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