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I want to get there


calebabudu
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hello everyone out there. i'm a revit user and have done some quite impressive work. now i'm almost pretty sure that revits rendering capabilities is secondary as regards the program itself.

 

i want to try out max to render whatever models i build in revit. i've a fairly good understanding of the generality of max's interface, but i havent gotten tha hang of using it effectively.

 

the first picture was like the peak of what i could do, untill i read some posts, tutorials hints and tips. basically i had to simulate the movement of light from outside to the floor etc etc.

 

then i read about radiosity and raytrace and BAM!(second image). it's a miracle. i couldnt believe my eyes. anyway i read that 4 radiosity solutions it has to be photometric lights and not standard. FINE.

 

Q1 how do i give the ambients outside the window without it?

 

Q2 my material application is still quite primitive, any suggesions as to this scene?

 

Q3 how do i get realistic like materials? i took a pic of the ground (grass corverd) once, when i tried applying it, not only did it look flat but if i increased the size with the UVW modifier it looks enlarged and if i reduce it, i see a series of squares (tile like) all over the place. what do i do?

 

PLS this isnt like 20 questions or anything but if i really want to b better at it, i need some solutions so i could work faster. i've been on this scene alone for over a week.i'm relly looking forward to having my images look like the third one (not my work).

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It looks like you are getting a pretty good handle on how to apply mapping. One of the first things to learn is how to make seamless textures. I use Corel instead of Adobe but the procedure is just the same. Below is a short tutorial I got from David Mutch in Australia for creating seamless textures. This can be done in Photo-Paint or Photoshop

 

First, use the Effects > Distort > Offset filter with the following settings: Horizontal=50%, Vertical=50%, Check 'Shift Value as %.."

Then on the result, use your clone brush or the Smear or Smudge Effects brushes to smooth out any lines that cross in the centre.

Be careful not to affect the very edges of the Offset result as this is where the next seamless time will join but you can still get VERY close to it without actually affecting the edge. Zoom in nice and close if necessary.

 

The ambient light outside your scene is should actually be a direct spot and it will be calculated into the Radiosity solution. If you use the sun tool it requires a different solution and I have found that it works best for outdoor scenes. I'm sure there are ways around this problem but this one works for me.

 

As for your material application it appears fine in these small renderings. Do you have to print any of your work in large format? If so this will show if your UVW mapping is correct for the materials. Remember the material you are using is generally a small portion of the amount you require to cover an object so it is important that you use good seamless textures and you map it to the right size for the texture you have. There are some really good texture tutorials online to help you advance in this area.

 

eaglemac

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