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Bank Building Atrium


Vektor
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i was gonna comment on the lack of lights (models, that is), but you've addressed that.

How many lights are in this scene? and what type? you mentioned luminious discs, so is that a polygon that you've given ambiance to?

 

Looks very nice thus far, and has come a long way. I do think the interior seems a little dark. Aren't most banks well lit, even in the lobby?

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Your wall washing light's look great, but the shadows (or should I say lack of shadows) could really be improved a ton. The materials and modeling is great, it just looks like it's not lit at all. The shadows that are there, aren't very contrasting. There are no contact shadows where objects come to the floor.

 

Also, since your first post, that perspective is driving me crazy. The view from the main level looking up. Some vertical shift on your cammera would help a lot imo.

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How many lights are in this scene? and what type? you mentioned luminious discs, so is that a polygon that you've given ambiance to?

 

There are a total of 160 lights in the scene, all photometric sources based on IES files. They use a mix of advanced raytrace and shadow mapped shadows, though I haven't really taken the time to tweak them boyond the default settings.

 

The downlights are recessed can type fixtures but I have modeled them as a simple circular object on the surface of the ceiling. The aperture has a self-illuminated white texture but is not an actual light source. I chose this route rather than cutting the downlights into the ceiling because I still don't have finalized locations for them. It's quicker and more flexible but not as realistic.

 

I do think the interior seems a little dark. Aren't most banks well lit, even in the lobby?

 

Technically, this isn't the bank's lobby, it's just the central atrium for the entire building, which contains several financial and technology firms. The owner wants more of an accented effect rather than a high level of ambient illumination.

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Your wall washing light's look great, but the shadows (or should I say lack of shadows) could really be improved a ton. The materials and modeling is great, it just looks like it's not lit at all. The shadows that are there, aren't very contrasting. There are no contact shadows where objects come to the floor.

 

I've noticed the lack of shadows myself. It may be partially due to the adaptive subdivision setting for the radiosity solution, which may not be small enough to catch the subtler shadows, but I think a lot of it has to do with the sheer amount of indirect light in the space. I'll do some tinkering with the subdivision settings to see what happens.

 

Also, since your first post, that perspective is driving me crazy. The view from the main level looking up. Some vertical shift on your cammera would help a lot imo.

 

You mean you just want to see a different angle for a change? That can probably be arranged.

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  • 2 weeks later...

Well, this project is basically done. The renderings are not what I would call 100% complete and polished but they are as far along as the client wants to take them. I got the info on colors and finishes from the interior designer last week and incorporated them into the model, which was the last piece of the puzzle to be filled in.

 

I also made some changes to the rendering settings. I increased the radiosity subdivision, which definitely improved the shadows in the daylight renderings but not so much in the night renderings. In the latter case, I think there are just so many light sources and so much indirect illumination bouncing around that the shadows are being washed out.

 

Anyway, this one's a wrap.

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