Claudio Branch Posted March 12, 2008 Share Posted March 12, 2008 Here are a couple of preliminary images from a project that I am currently working on. I am using V-Ray (IR & LC, Adapt Subdiv AA) on this with production settings straight from Brian Smiths' on-line tutorial series. I am still fairly green with V-Ray, so I have not strayed too far from his advice. The lighting setup is a Direct light (w/ inverse square decay) & a V-Ray dome light with an HDR in the Texture slot. I am also using V-Ray Override materials on a few elements such as the awnings, because they were reflecting too much light. The hotspots are gone, but I still want to resolve the small splotchy dark spots I am seeing between the banks of intake fans and the top of the wainscotting that is in the shadows. My IR map Hsph subdivs = 50 & Interp samples = 35 at present. I am wondering if I should zoom into these areas and build up the IR map with "Incremental Add to Current Map" or just do a little strategic touch-up in Photoshop? Any and all C&C welcome... Link to comment Share on other sites More sharing options...
Claudio Branch Posted March 12, 2008 Author Share Posted March 12, 2008 Just an addendum image to my previous post. It is interesting to me how the GI looks smoother the closer you get to geometry in the scene. The settings are the same, I just moved the "sun" around a bit... Link to comment Share on other sites More sharing options...
Koper Posted March 12, 2008 Share Posted March 12, 2008 resolve the small splotchy dark spots I am seeing between the banks of intake fans and the top of the wainscotting that is in the shadows. We'll this is something different and interesting. About the dark spots... uhm, where exactly? I think your render quality is at a very good level for postP. You have to decide wether the client will notice the difference between a super IR calculation and what you now have. I wont notice it, but thats just me. Also, nice grass, and I also like how you inegrated from the grass to the dirt. Maybe just a tiny, but i mean a tiny bit of area shadows for the trees. coool Link to comment Share on other sites More sharing options...
AJLynn Posted March 12, 2008 Share Posted March 12, 2008 I think the scale on the gravel of the road is way off... Link to comment Share on other sites More sharing options...
Macer Posted March 12, 2008 Share Posted March 12, 2008 I think the dark areas you are talking about are showing up correctly - the light is reflecting off the top of your banks of fans causing the area between the banks to appear slightly darker. I'd say the lighting calcs are accurate. Link to comment Share on other sites More sharing options...
Claudio Branch Posted March 12, 2008 Author Share Posted March 12, 2008 I think the scale on the gravel of the road is way off... Are you talking about the entrance surface? I agree with you that the scale "appears" to be off. The surface is called "bull-rock" and it is used on industrial sites to help shake the mud off of vehicle tires. I walked on the stuff and could not believe how big the rocks were. I think it would probably be helpful if I submerged the rocks a bit more and varied their size. They do appear to be just sitting on the ground! Link to comment Share on other sites More sharing options...
AJLynn Posted March 13, 2008 Share Posted March 13, 2008 Well I'll be damned. I did not know that. Link to comment Share on other sites More sharing options...
Claudio Branch Posted March 13, 2008 Author Share Posted March 13, 2008 I think the dark areas you are talking about are showing up correctly - the light is reflecting off the top of your banks of fans causing the area between the banks to appear slightly darker. I'd say the lighting calcs are accurate. I agree, but the point is, is it desirable? Personally, I find the areas somewhat distracting, like an artifact would be distracting, but my limited experience level with GI and V-Ray may have a lot to do with it. Link to comment Share on other sites More sharing options...
Claudio Branch Posted March 13, 2008 Author Share Posted March 13, 2008 We'll this is something different and interesting. Thanks for all of the kind remarks Adriaan... Link to comment Share on other sites More sharing options...
mattclinch Posted March 13, 2008 Share Posted March 13, 2008 IMO you need bluer ambient light to make your shadow areas a blue tone, and also lighten your skies a bit perhaps. nice modelling on the pipework and 'bull-rock'. Link to comment Share on other sites More sharing options...
Claudio Branch Posted March 13, 2008 Author Share Posted March 13, 2008 IMO you need bluer ambient light to make your shadow areas a blue tone, and also lighten your skies a bit perhaps. nice modelling on the pipework and 'bull-rock'. I appreciate the suggestions and comments. However, I cannot take credit for the modeling effort on the pipe work. The client provided an AutoCAD file to our MEP guys with most of it already done. I imported the relevant layers, ramped up the settings (2.8 million polys on the pipework alone) for close-up shots and finally turned all of it into one big fat proxy! The bull-rock was easy to create using a Particle System. The grass and gravel surfaces are V-Ray displacement. It is insanely effective... Link to comment Share on other sites More sharing options...
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