jasondutoit Posted April 4, 2008 Share Posted April 4, 2008 Hi! This is a WIP of a basement for a high-end residential property that I'm currently working on...the 1st of of about 5 renders. I had to disable displacement in the vray render dialouge , because everytime I tried to do a 'batch render' 3ds Max would crash. The slate walls and the doors handles both used displacement, and hopefully I'll be able to sort that out for the final renders. I'm using vray 1.5, 3dsmax 2008 Any comments would be great, thanks! Link to comment Share on other sites More sharing options...
jasondutoit Posted April 4, 2008 Author Share Posted April 4, 2008 Hi! This is a WIP of a basement for a high-end residential property that I'm currently working on...the 1st of of about 5 renders. I had to disable displacement in the vray render dialouge , because everytime I tried to do a 'batch render' 3ds Max would crash. The slate walls and the doors handles both used displacement, and hopefully I'll be able to sort that out for the final renders. I'm using vray 1.5, 3dsmax 2008 Any comments would be great, thanks! and I've attached the second render as well... Link to comment Share on other sites More sharing options...
taleequale Posted April 5, 2008 Share Posted April 5, 2008 Hi, good job.. I would say: less bump on the water and stronger lights in the celings.. Link to comment Share on other sites More sharing options...
alfienoakes Posted April 7, 2008 Share Posted April 7, 2008 The water needs some work. Do google image search on pools and you will see what I mean. If your displacement is crashing check the settings, and the bitmap you are using. Post the settings if you like and we can have a look. Good start though.. Link to comment Share on other sites More sharing options...
jasondutoit Posted April 7, 2008 Author Share Posted April 7, 2008 Thanks for the comments guys. I got into work this morning, and adjusted the levels to brighten up the images and increse the contrast. I'll play around with the pool water and try and get that to look a bit more life-like...the images are also currently missing some light fittings, which will be added once I've finalized the ceiling layout. One problem that I've got that's visible in the staircase renders is the weird 'blocking' that appears on the upright sections of the stair treads. I've detached them from the top of the stair treads so that I could apply displacement to the sides only, but I'm sure the normals are all facing in the right direction...any idea's as to what might be causing that? The bump on the walls looks ok, but I think displacement would look so much better! I've got a quad-core(q6600) with 2gb RAM, and vista home premium... I've attached the 5 renders, as well as my vray setting's...Thanks! Link to comment Share on other sites More sharing options...
jasondutoit Posted April 7, 2008 Author Share Posted April 7, 2008 And the settings... Link to comment Share on other sites More sharing options...
mattclinch Posted April 7, 2008 Share Posted April 7, 2008 floor and chair materials appear to be tiling quite a bit, or overly regular. i wouldn't have done the water with the standard noise map. no pool ever looks like that. once all the waves have reflected themselves off the walls and collided and recollided with each other you get complex additive waveforms, which appear much more fractal. something like these - http://www.ocean-plaza.com/Pages/data/amenity/OceanPlaza05.jpg http://www.cabq.gov/recreation/images/WestMesaPool5.JPG however with noone visable in your shots, why the disturbed pool? would look far more effective architecturally and emotively if it was pure, still reflective water - waiting to be disturbed. also, up all your lights, blow some areas out, and get those ceilings reading white instead of a mid grey. the inset ceiling lights and uplighters at the bottom of your slate (?) wall should be creating overexposed white spots.. really nice set though. looking very good.. Link to comment Share on other sites More sharing options...
jasondutoit Posted April 7, 2008 Author Share Posted April 7, 2008 Hi Matt, thanks for the comments. The floor and chair textures are quite regular, especially the floor which was scanned from a 10x10cm sample. I've been using that texture for a while, but if its noticably tiling/regular as you've suggested then maybe its time to redo the texture. The spaces between the tiles are done with a bump map, but I guess they'd look more convincing if I actually cut lines into my floor...but that might have to wait until after my deadline! You've made a good point with the bump of the water, in that it should be flat rather than 'disturbed', its just that my boss likes the look of the 'disturbed' water. I'll give it a go with flat water and see what his comments are. I'll increase the general brightness of the image, but I tend to avoid washing area's out too much with ovebright lights. If I was using IES lights I might've have tried placing them closer to the wall, but I've gone for normal vray lights instead, and the 'fall-off' from the lights isn't as interesting. As for the lights at the bottom of the slate...that's a light trough that runs along the full length of the pool walls, and I agree that it should be a brighter, so I do that for my next set of renders... And I think I figured out why the staircase was rendering strangely...I had intersecting geomerty there, which I've deleted Link to comment Share on other sites More sharing options...
taleequale Posted April 7, 2008 Share Posted April 7, 2008 just about staircase.. you have to separate a bit those geometry.. no complanar poligons.. Link to comment Share on other sites More sharing options...
taleequale Posted April 7, 2008 Share Posted April 7, 2008 for the water.. just set the bump at the minimum.. don't worry about the kind of map or other parameters.. only the bump.. Link to comment Share on other sites More sharing options...
mattclinch Posted April 7, 2008 Share Posted April 7, 2008 cool. i had a play with this over lunch, i hope you dont mind. i just really like where these are going, and its a very interesting space. really nice stuff Jason. 1 idea i had... get some spots hitting out from the walls of the pool out into the water. will look nice. most pools have underwater lighting in there somewhere and will brighten up the water. and i had a (really quick!) play with it in post...(sorry!) Link to comment Share on other sites More sharing options...
jasondutoit Posted April 7, 2008 Author Share Posted April 7, 2008 Thanks Matt...I don't mind at all, and I appreciate the help! I did have some spot lights in the pool, but because of the bump on the water they weren't very clear, so hopefully you'll be able to see them better now that I've changed the level of bump. Would you mind explaining what you did in post, especially the slightly blurred (soft focus?) look that you gave the image? I tried giving the picture a bit of a bloom effect by blurring a layer where only the brightest area's were showing. I basically duplicated my main layer, desaturated the image and, using curves, isolated the bright parts of the image. I then did a gaussian blur and overlaid that on top of my main render using the 'screen' blending mode...not sure if I'm heading in the right direction with that? Thanks! Link to comment Share on other sites More sharing options...
salvador Posted April 8, 2008 Share Posted April 8, 2008 I think one main issue is your floor map; the material looks good but the image you are using is not working very well; it's too tiled. . . I suggest finding another texture bitmap; or do you own variations on PS and then make a multi sub-object material and apply the variations randomly in the tiles (you are using MAX, aren't you?) Hope this helps Link to comment Share on other sites More sharing options...
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