Infinite CG Posted April 16, 2015 Share Posted April 16, 2015 (edited) Hi All, Im new to the forum, not that new to visualizations. Ive recently switched from 3ds Max 2011 and VRay 1.5 to Max 2015 and Vray 3.0. This is the first completed scene I did, I am not extremely happy with the "noise" in the shadows. I feel its an exposure problem. Played around with the camera settings, this is about completed render number 25. If someone has any suggestions, it would be really appreciated. Regards Edited April 16, 2015 by Infinite CG Link to comment Share on other sites More sharing options...
RyderSK Posted April 16, 2015 Share Posted April 16, 2015 Noise in the shadows, and Vray settings, aren't least of issues you should be focusing on. Ponder upon more important aspects that make image look good and work. Link to comment Share on other sites More sharing options...
Infinite CG Posted April 17, 2015 Author Share Posted April 17, 2015 Thank you for your reply, but can you give me more detail? Architect chose the camera angle himself, I would have lowered the camera to a more eyelevel height and focussed more on the single unit. But again, the client gets what he wants. So basically I know the balance and composition of the image isn't near perfect. I tried fighting him on it, but wouldn't have it. Link to comment Share on other sites More sharing options...
harryhirsch Posted April 17, 2015 Share Posted April 17, 2015 the architect or the camera angle is not your problem, work on the colors, the materials, the resolution of the entourage, the windows, the background etc... Link to comment Share on other sites More sharing options...
Infinite CG Posted April 17, 2015 Author Share Posted April 17, 2015 Thanks Harry, will attach an updated version over the weekend. thank you for your crit. I need feedback. Overall render quality? Settings wise.. Link to comment Share on other sites More sharing options...
Infinite CG Posted April 23, 2015 Author Share Posted April 23, 2015 Version 2 Link to comment Share on other sites More sharing options...
Morne Erasmus Posted May 3, 2015 Share Posted May 3, 2015 Howzit Radie This one already looks better than the 1st version, but still needs work. For starters, lower your sun in the sky by about 15 to 20% This will start to make your shadows a tad longer and the shot more interesting. You need to create glossy and bump maps for all your textures. The roof tiles, wall brick, road for example stand out as very flat. Take your diffuse texture you already have, and use that to make your own reflection/gloss maps and bump maps. For the bricks for example, a simple bump map would be something that shows the actual brick as white, and the in between bits as black. That will already start to "cheat" the light falling on it a bit and it will appear to be more 3D. Bump maps are OK, but if you want to go even further to make it better, you need to look into NormalMaps for the bump. BUT, the all out no nonsense way is using a displacement modifier, and stick the same type of map in it that you would have used for your bump map. Try to use as far as possible, 3D plants, not 2D stuff. Your grass in the foreground is a bit too neon green, make it a bit darker (and stick a bump on there, or some displacment or some vrayfur or max hair and fur) The fuzzy wuzzy low planting in the foreground is a bit too blurry. Make it less blurry. Look into HDRI dome lights for lighting and reflections. There's more, but I think that should be enough to give you a head start Link to comment Share on other sites More sharing options...
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