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10 unit residential area


Mcubed
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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?)

 

1.jpg

lighting.jpg

alighting.jpg

material.jpg

 

Thanks-

Myles

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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.

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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

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