Mcubed Posted December 19, 2003 Share Posted December 19, 2003 Please take a look and point me in the right direction on this current project. I know some of the mapping is off but my main problem is glass (windows) and lighting. As for the lighting: I have a Photometric sky and sun set up as my lights. I'm using the default renderer (I have brazil & vray but I only get a super washedout product). I've posted my setup following the pic. As for the material: I started with the default glass and messed around with to try and get some results (do I need to light the interiors?) Thanks- Myles Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted December 19, 2003 Share Posted December 19, 2003 i would move the position of your sun. if you move it to the left, it will help make the bldgs pop, and cast some nice shadows across the site.. Link to comment Share on other sites More sharing options...
Josh1587140445 Posted December 19, 2003 Share Posted December 19, 2003 Well one of the first things that I would suggest is to change the physical scale to 9000 under your environment settings. That might help your lighting a little bit. Also with your glass. If you look outside at some buildings in the distance the windows read black as yours show. But if you want your windows to show a reflection, under your reflect channel you have a falloff set. Now what that does is determine the amount of relfection you see at a given angle from the camera. So the greater the angle, the less of a reflection you will see. That is why the two large windows show almost almost white and the others show nothing at all. Since the buildings are so close together I would suggest using a raytrace material for the reflect channel so the windows reflect the surrounding buildings and just add a plan out of view from the camera and add a cloud map so the closest set of windows will reflect that. Now that will increase the render time, but if the windows are what you are worried about, that would do the trick. Hope this helps. Link to comment Share on other sites More sharing options...
nisus Posted December 20, 2003 Share Posted December 20, 2003 Boost the refine iterations to 20 nisus Link to comment Share on other sites More sharing options...
William Alexander Posted December 20, 2003 Share Posted December 20, 2003 Josh has the window solution, standard material with raytrace reflection. Sometimes raytraced refraction helps. The index of refraction setting that you have may also be the cause of the black-refracted light. The raytrace glass reflection trades off reflection and refraction by the grey scale in the color component. Refraction is still there just less pronounced. Spiked over driven specular and glossiness will also cause a dark window, no specular. The light has to be just right for it to show it. You may consider, 5' on the mesh size. This will show more bounced light from the ground and better GI shadows on the inside corners. Also more light on the glass. Popping out, for example the bumped out bays. Grab a smoke, take a break, run it over night- but up the initial quality. Seven minutes with 10' meshing, is a reasonable time for testing. But to see what can happen, improved quality, run it up to 85% or more before refining. Some amazing things can happen between 85-95%. rgrds WDA Link to comment Share on other sites More sharing options...
Mcubed Posted December 24, 2003 Author Share Posted December 24, 2003 Alright I took all of the advice in the above message's and aside from some tweaking of the units (mainly the left set) I've come to this. If there is anything more on lighting advice or whatever letme know. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now