raziel Posted January 3, 2010 Share Posted January 3, 2010 Hi to all, I dont know if this is the right thread to post this, if not, i apologize. This is my first real project in 3dsmax(a veterinary clinic), and i would like to know what you guys think. Also, some tips regarding material and illumination settings would be great! Ps: Im using only Arch&design materials, and for illumination, a daylight system and 6 photometric lights. Im also using final gather with GI. Thanks in advance! Link to comment Share on other sites More sharing options...
RevitGary Posted January 3, 2010 Share Posted January 3, 2010 Compositionally the sunlight hitting right at the base of the island makes it look odd. Either have it miss it by more or run up the side of it. Link to comment Share on other sites More sharing options...
raziel Posted January 4, 2010 Author Share Posted January 4, 2010 Compositionally the sunlight hitting right at the base of the island makes it look odd. Either have it miss it by more or run up the side of it. Ok, ill try that, thanks! Link to comment Share on other sites More sharing options...
ralopez Posted January 5, 2010 Share Posted January 5, 2010 Hello raziel Awesome render. I am working on a lab layout. And I want to render the same in mentalRay. Can you post some of your settings. Great job, very clean, well lighted. Link to comment Share on other sites More sharing options...
raziel Posted January 5, 2010 Author Share Posted January 5, 2010 Hello raziel Awesome render. I am working on a lab layout. And I want to render the same in mentalRay. Can you post some of your settings. Great job, very clean, well lighted. Thanks ralopez I use a daylight system, 6 photometric lights (cylinder shape) and 2 sky portals, with final gather and GI. My final gather settings are: point density: 0,7 rays per point: 150 interpolation: 120 and the GI settings are the default ones (500 per light and optimize for FG) Link to comment Share on other sites More sharing options...
RevitGary Posted January 5, 2010 Share Posted January 5, 2010 Maybe try using only one sky portal on the sun side for a more dramatic lighting Link to comment Share on other sites More sharing options...
luckymutt Posted January 6, 2010 Share Posted January 6, 2010 I second RevitGary's comment. Also, I would add AO. Personally, I like to make a separate pass and comp it in post. If you do it through the A&D material though, this is a case I would not use "Exact AO" (where it adjusts the color of the AO according to the diffuse of adjacent surfaces) since most surfaces are so white-ish. You may even want to override the AO color a bit to get more "pop." Link to comment Share on other sites More sharing options...
raziel Posted January 6, 2010 Author Share Posted January 6, 2010 Maybe try using only one sky portal on the sun side for a more dramatic lighting I second RevitGary's comment. Also, I would add AO. Personally, I like to make a separate pass and comp it in post. If you do it through the A&D material though, this is a case I would not use "Exact AO" (where it adjusts the color of the AO according to the diffuse of adjacent surfaces) since most surfaces are so white-ish. You may even want to override the AO color a bit to get more "pop." Thanks to both! I can try that. I think i have the photon emission and the multiplier of the opposite portal a little lower than the one facing the sun, but yes i can turn it off and see the result. Regarding the AO, i used to make the AO pass seperatly, but this time im trying to do it thru the materials, so im testing their settings. I have "Exact AO" in all of them, but im going to disable it to see if the occlusion is more noticible. By the way do you guys adjust the AO distance according to the size of the object? For example, im using 55cm for floor and walls, 25cm for tables, 10cm for smaller objects and 1cm for nuts and screws. Do those values seem ok? Link to comment Share on other sites More sharing options...
CJI Posted January 6, 2010 Share Posted January 6, 2010 Its a very clean render. Compositionally i think Gary is correct the light falling at the base looks a wee bit weird. I don't know if you have done this already but as well as lowering inensities of the relevant portal light opposite the sun (which should be quite a bit lower) you could also change the colour of the light as it would be simulating the penetration of the sky indirect light rather than the suns warm direct light so would be a lightish blue. Its a nice render though. Link to comment Share on other sites More sharing options...
raziel Posted January 7, 2010 Author Share Posted January 7, 2010 Thanks to all for the great tips! Im going to pay a little more attention to the AO, reposition the sun and decrease the opposite skyportal and give it a little more blueish color. By the way, im not sure if my wall material settings are correct, what do you guys think? Link to comment Share on other sites More sharing options...
raziel Posted January 21, 2010 Author Share Posted January 21, 2010 Hi guys, im doing some exterior work on the same project, and would like an opinion on this exterior render (horse barns). Im not particularly happy with the white metallic paint around the doors and lamps in the full render, but in the close up render it looks ok, what do you guys think?! thanks in advance! Link to comment Share on other sites More sharing options...
CJI Posted January 21, 2010 Share Posted January 21, 2010 Is the problem that you don't feel they are quite white/bright enough? The close up render you have shown us looks like the light is exposed i.e. there is no canopy over it. The lamp will be receiving direct sunlight then rather than just diffuse bounced light in the shadows. You could try simply upping the final gather multiplier in the lamp material to brighten it a little. Link to comment Share on other sites More sharing options...
raziel Posted January 21, 2010 Author Share Posted January 21, 2010 (edited) Is the problem that you don't feel they are quite white/bright enough? The close up render you have shown us looks like the light is exposed i.e. there is no canopy over it. The lamp will be receiving direct sunlight then rather than just diffuse bounced light in the shadows. You could try simply upping the final gather multiplier in the lamp material to brighten it a little. Hi. Yes, i think its too much black in it. With the canopy over it it should make it a little darker but not that much (Only in the lamps). Maybe its reflecting the opposite side of the canopy and since there are no final gather points calculated in that section, it reflects black. Im going to try your solution, if it doesnt work, ill try to increment the final gather file with points from the opposite angle and do another render. Thanks! Edited January 21, 2010 by raziel Link to comment Share on other sites More sharing options...
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