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creating a zaha rendering


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Hi all,

Just wondering I'm trying to create a zaha hadid interior and exterior render and just cant seem to work out how they are creating there renderings.:confused:

I'm using a HDri map for environment and reflection with a multipliers set @ 1 also I’m using a Vray light also with multiplier set at 1.

I think the reflection is overpowering the scence but i cant work out how to make it this reflective.

The material is a vray material with a falloff.

And what modeling program is Zaha office using Rhino, power nurbs or max I have heard they use max but how are they create these fluid forms in max??

Any comments would be greatly appreciated.

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Your reflections should be a fresnel falloff, not para/perp, and try using a IOR of around 1.4. Also, use a little glossiness if your reflections. Like a .8 or so. For best results use a QMC AA. Man... I sound like a cooking show. Been watching to much food network.

 

Thanks for your quick reply Chris, I have done the changes that you suggested, but began to loss the reflection in the scene attached are a couple of test could you let me know which is closer to reality e.g. reflections, lighting etc...

I’m trying to create the same crisp rendering like zaha's winning submission for the Museum of Nuragic & Contemporary Art.

http://my.opera.com/mildz/albums/show.dml?id=154491

Her interior renderings have a slight reflection which I think is a noise map added to the falloff any ideas?

Thanks in advanced.

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You are on the right path... here are some suggestions...

 

Let me explain IOR and reflections. Usually, harder materials, like metals etc... have a higher IOR. Plastics and woods and plaster, and other softer materials tend to have lower IOR. Usually I would keep that range between 1.4 and 2.0 but can got as far as 1.2 to 2.5... So for you, you may want to try 2.0... if you are still not gettign enough reflection, then you need to raise the value of the forward face (which is defaulted to black) on the falloff material. But be gingerly with it, it is sensative.... a value of between 10 to 30 should be enough in your case, but experiment with it.

 

Next, you may want to lower the glossiness some more. Try 0.6... keep in mind that when you lower that value to much the reflections appear reduced.

 

Next... your diffuse color. If your diffuse color is as bright as it is, you will not see as much reflection, and your scene (because of GI) will look very filled with light. Darkening the diffuse color will make your scene more contrasted and the reflection will be more visible (black plastic looks more reflective than white plastic). It also looks like the ground in her renderings (sorry... I mean the poor beaten soul that did those renderings for her)... is slightly darker. This contributes the to contrast in your scene. I cover this on my "Interiors" DVD.

 

Lastly... noise. You way want to add a slight amount of flactal noise bump to the ground as it will help get more lower frequency breakup in the reflections.

 

Oh... and figures.... Zaha has scale figure (nice stylized ones... no RPCs) which show the reflectivity.... try adding something there too.

 

 

Tell me if that helps you.

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Hi there again sorry it may sound like a dumb question but in regards to the first part of your comments” So for you, you may want to try 2.0... If you are still not getting enough reflection, then you need to raise the value of the forward face (which is defaulted to black) on the falloff material. But be gingerly with it, it is sensative.... a value of between 10 to 30 should be enough in your case, but experiment with it" which IOR setting are you referring too?I have changed the black and white falloff to 10 and 30 and it quite dark.

Attached are image of the IOR setting on the material editor and falloff which are colour coded could you please let me know which one you and referring too.

Thanks again in advance

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The the IOR value that will actually control the reflection is the one in the falloff map.... the one that says 1.6, outlined in blue in your image. Also the forward face is the black color in your falloff map. Make that a value of 20 or 30 (0 is black, 255 is white).... I am talking about the color here not the number next to the color swatch.... Sorry I should have been clear about that. The term value is talking about the intensity of the color in HSV (Hue, Saturation, and Value).

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Stack were always a lightwave based company.

They wrote the remote rendering software matador, for the system.

 

They must have changed recently so.

they are based out of Siena in Italy, and rome IO think.

Having been to Siena, I would love to work there, What a beautifull to live and work.

 

phil

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