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Industrial Facility


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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...:)

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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.:o:D

 

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

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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.

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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!

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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.

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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...:)

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