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One VRayAdv Q and one VRayFree Q


AJLynn
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Killing two questions with one thread:

 

I have a friend in studio whose professor told her to make her building look "like a cloud". I'm at a loss. How the heck do you render a cloud in VRay? She has VRay Advanced 1.47.

 

I'm teaching my undergrads Viz+VRay Free, one of the examples is the Barcelona Pavillion. I've linked the Autocad file, started to do some procedural textures and inserted the glass (simple box). The sun is a direct with VRay Shadow and transparent shadow is turned on, the glass is Standard, diffuse black, reflect VRayMap with falloff in it, refract VRayMap default. How do I get the transparent shadow to work properly? See attached.

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Oh, right, duh. Nevermind on the VRayFree question - reduce opacity value and transparent shadows work, reflect and refract still work. Been too long since I used this technology :)

 

But I'd still appreciate any help on the how to render a good cloud problem.

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The only thing I can tell you is not going to help you sorry. Clouds and other volumetrics are fairly complex and are usually done with complex rendering engines. One of the best ones I know of is the proprietary rendering engine at Digital Domain called Storm (although internally, it has another name). It was used on such things as the water horses on LOTR, the avalanche in triple X, the twisters and white water on Day After Tomorrow, and all the clouds + more on Stealth.

 

It is very complex and takes forever to do. The interesting thing is, from what I know, Vray was originally being developed to deal with volumetric shadows. It turned into much more than that.

 

I will say this... knowing architecture school, I would not take it so literally. While we tend to obsess over photorealism, in school, it is the idea that is important. Maybe it is simply the idea of shape. If I were told that, and I had limited resources, I would start by playing with things like particles... hmmm, but I don't think Viz does particles.

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The gods have spoken. Chris, do you know why Blur dropped the volumetric shadows component?

 

She's using max as far as I can remember. The viz aspect was in regards to the class as a whole. Andy, I like Chris's anti-literal dea. And after the eddy nonsense with my building, I highly recommend (i'm assuming this is for chris and mary) not looking at the cloud literally. A couple of definitions of clouds which might produce interesting interpretations:

a) A mass, as of dust, smoke, or steam, suspended in the atmosphere

b) Something that obscures.

c) A collection of charged particles: an electron cloud.

 

back to axons (sectional) and perspective (sectional) and diagrams OH MY...

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These guys are in a pretty advanced studio, considering it's first year. Their professor made them all get Max, so they can do particles, a lot of them are already working way above my level in things like Reactor and PFlow and a couple of them have even been mucking around in Realflow.

 

I'm not sure why their building needs to be cloudlike, so I have no idea what their profesor will tell them next - he's a bit, um, trigger happy :)

 

I did give them my Vray lecture, some of them are probably getting very good at that by now and the department will have your DVD set soon. Meanwhile I have 5 hours of class time to beat texturing, lighting and Vray Free into my undergrads' heads. That should be fun. I'd forgotten just how much you can get Viz and Vray Free to do with a bit of coaxing. I think I should be able to teach them to do stuff like this:

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Doron: this is Beth and Lauren. This must have something to do with all the tubing. (That must sound weird to everybody else.)

 

How's the crap coming? I've been sick at home or I would have come in and told you that your ventilation system is all wrong.

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I'm not sure exactly... but you guys have your own internal conversation going now... but if they have access to particles... I would say it is great way try and derive form. Metaballs, etc... I am good friends with "Mr. Particle" and special forces god Brandon Davis. He has got a bunch of tutorials he wrote that my help:

 

http://www.particlefx.com/education/PFlow/index.html

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