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Totally lost...


Karl Larsen
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I know this is going to sound really simple but, I can find cylinder, plane, box, sphere... but no "disc"... I know how to make something self-illuminate but don’t know how to draw a disc other than draw it in SketchUp and import it into 3DS, which would work, but something tells me there's a 3DS way that I am missing, probably right in front of my face...

Then, is it in front of, or behind the light emitting disc in the actual light? If in front it would seem that it would block the light?

PS - it IS rendering MUCH quicker!

Thank you thank you thank you thank you. Did I mention, Thank you?

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draw a circle then collaps to a editable mesh ;)

 

Lets say the light is flush with the ceiling, the self illuminted disk is 20mm up inside the hole. To make the disk self illuminate, create a Arch and Design, Diffuse colour white, in the Self Illumintation (glow) tab, turn it on and set the Luminance to Physical units. Leave Visible in Reflections ON and Illuminates the Scene (when using FG) ON. This will enable it to cast Final Gather samples and act just like a real light.

 

jhv

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I owe you a huge thank you Justin - this last render took 38-minutes at 640x480 even at Min 1 Max 16 AA... Amazing improvement! Now only 1 sky portal enlarged it to include the breakfast nook window, and I upped the glossy samples on the refrigerators. What a crash course! Now if only I can remember half of it!

 

I will do the self illuminating discs tomorrow, I am definitely fried...

Edited by karlar
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Looking good, if you made the AO on the carpet stronger (darker) it will help ground the cushions and tables, at the moment they look like they are floating.

 

Once the rest of the furniture goes in this will really come out great.

 

Keep going

 

JHV

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Thanks Justin,

 

It sure looks a great deal better than it started out :D. The carpet is not an Arch&Design material, it's just a Pro Material so the AO setting doesn't offer as much control (I just used a carpet material from the material library that comes with 3DS Max Design). A funny thing is that when I switched the AO in the Pro Material carpet on, my exposure value had to go back to 8 or the scene was over-exposed... I know I have much to learn.

 

I made a rudimentary attempt at an Arch&Design carpet, chosing a matte template and adding a bump map, but wow that really threw the whole scene in the toilet, so I went back to the Pro Material version and turned the AO on. It'll do for today!

 

1st image is straight out of 3DS and the second has a little contrast added.

 

In the mean time I will finish the furniture (I now know I have to go back and do some of it over to meet the demanding standards of this forum :p) and I am going to start reading up on photons, photon radii, final gather, and global illumination, among many other things...

 

PS. Now I know why really good CG renderings cost so much and aren't used as often as one would guess. My personal opinion is that a really good image can sell a project to a client way better than any amount of hot-air can - a picture is worth a thousand words!

Edited by karlar
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Its been great following your thread Karl, you certainly are getting a good crash course on Mental ray here. Really nice seeing the improvement in your work. We all know what its like fumbling trying to get things right when you don't really know what things mean. Stick with it and really do learn the A&D shaders, it will really free you up and let you create any Material you want.

 

Keep going, looking forward to seeing more. I will chip in and help if i can, but your already in good hands as it is.

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got your message Karl - had a quick stab at it.

 

- roughly revised GI and FG settings.

- revised balance of exterior/interior lighting (exterior should be doing most of the work)

- optmised scene BSP (not sure why the whole house is one object?!)

- specified sun photon numbers to stop scene auto-priority of sun in scene.

- added 3 exterior light panels (NOT portals)

- removed most 'pro-materials' (a&d have much more control).

- reduced AO radius on all materials to around 6" and used 'accurate ao' on all. (no horrible black corners!)

- adjusted material reflectance values to correspond to real-world values in order to stop overbright photons/samples

 

- some post glow/sharpening/cc

 

[ATTACH=CONFIG]43355[/ATTACH]

 

the GI is not perfectly clean yet, but it's nearly there. happy with soft furniture contact shadows etc

and where i remade some materials from the 'pro' versions, i have lost some of the realism (notably the floor reflectivity..)

 

M

Edited by mattclinch
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Interesting - I wondered if perhaps you were using the light panels in place of sky portals to reduce render time. I played around with rectangular lights a little but couldn't replicate anything close to your results -- I know I have much to learn.

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I've been a little busy with paying work so I've had to give this a little rest but here is my Arch & Design carpet - first image is straight out of 3DS and the second was tweaked in Corel Photo. The exposure changed with the Arch & Design carpet so now the millwork at the wet bar looks overexposed and the under cabinet lights in the kitchen no loner look like they did before - weird...

 

Also don't know how to increase the AO on the carpet to get it to read better at the pillows and furniture - is it just darken the AO color or in there a way to increase the effect that I am missing?

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Think I have my monitor calibrated - maybe not perfect but better than it was. Also recieved some advise from Ramy which I applied to this render, and, finally got the ceiling beams to look like they do in the real house, in a rendering sense... It's looking better but still missing something that i just can't figure out - GI, FG, and Photons are a real pain in the... I'm thinking the lights in the forground are just wrong -- I dont think recessed can lights would be distributing so much light sideways but would be more of a down-light kinda thing... The wet bar and kitchen lights are fine, and still, the fricken kitchen Island is the best looking part of the image :confused:

 

First image is straight out of 3DS, second has a slight contrast tweak.

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