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started playing with HDRI a bit..

 

i was affraid i wouldnt be able to use it since the environment slot is already in use with VraySky, but i suppose it all worked out once i mapped it into a non-shadow-casting sphere :p

 

progress73iq5.th.jpg progress74oe0.th.jpg

 

:cool:

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just drag the hdri material over to ur environment slot, choose spherical mapping for the hdri and its the same as mapping it to an inverted sphere.

 

Can i also say, I wish I had your motivation!!

keep it up, its lookin good. landscaping next?

 

i just said "the environment slot is already in use with VraySky" :rolleyes:

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the sky with the clouds is your HDRI?, if so, why would you need the vraysky in your environment slot?

 

If I've got it wrong then pay no attention to me, I just assumed the sky I can see in your image was the HDR image you want to use as your background.

 

if i remove VraySky it will result in moonlighting..

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If you only have the HDRI mapped on to a sphere then you are not really using it to it's full potential, merely as a backdrop. The whole point of HDR images is that they can be used to light your scene in a more realistic way as they store the real life lighting information of the environment in which they were taken.

 

You can use the HDRI in conjuction with your vray sun just as you can use the vray sky in conjunction with any direct light source. The main difference is that the vray sky changes in colour and intensity as the sun position changes, while you have to select an appropriate HDRI for the time of day and if using a direct light source as well you have to manually align it with the sun position.

 

You don't have to use a direct light source with your HDRI but very few will give you sharp shadows, so it is common and quite alright to supplement them with direct light. This can be a vray sun, a vray sphere or a standard direct light.

 

Just experiment and see what you find easiest. :)

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  • 2 weeks later...

Hi! I am keeping tabs on your thread, like it a lot.

 

I'm still in the learning stages. I bought Brian Smith's new book, gave me a good look on the basic architectural tools in Max. After that, I'm at some sort of dead block. Would love to find someone (training discs maybe) to show me how to apply that knowlege into practice.

 

If I may ask, what training or books did you cover that was most beneficial?

 

Thanks

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Hi! I am keeping tabs on your thread, like it a lot.

 

I'm still in the learning stages. I bought Brian Smith's new book, gave me a good look on the basic architectural tools in Max. After that, I'm at some sort of dead block. Would love to find someone (training discs maybe) to show me how to apply that knowlege into practice.

 

If I may ask, what training or books did you cover that was most beneficial?

 

Thanks

 

there's a lot out there..

many titles on specific topics n even more on fundamentals level..

u should search titles according to ur learning stage..

 

as i've stated in this thread before, Lynda's, Gnomon's, CG Academy's..

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  • 4 weeks later...

hey folks!

 

threw in a few more elements..

 

progress87of4.th.jpg

 

 

the brick wall fence didnt work so i tried something different..

modeled a rough layout for the landscape mounts, i'll try n find some reference pictures so i can turn them into a believable shape..

finally the sky dome which i will also get back to..

 

im kinda having an issue with how the textures come out, but like since the beginning im doing a lot of stuff simultaneously..

 

so now im trying to populate the scene with some trees..

i have this cool tree on a .max file, made up of 4 objects:

- 1 for the main body (bark)

- 3 for vrmesh foliage

 

i've tried both merging n xref, but i get that msg saying Unit Scale Mismatch..

the tree file is in inches n my main work file is in centimeters..

so if i just open the tree file i pick 'adopt the file's unit scale' n all looks good, but if i try to merge the 4 objects will show up scattered n the foliage is at a different scale from the body..

 

does anybody know a way around this?

 

TIA

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