Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pwrdesign

Pages: [1] 2 3
1
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 16:16:50 »
And some more passes!


2
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 15:50:46 »
Alright, new test!

New floor material, reflectivity added to the wall materials

GIvsAA = 16 now

3
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 15:31:38 »
I was testing DOF; and turned the GIvsAA down to get the dof to clear up better?

I will update corona, didnt know there was a new version out there :)

And will add some rendering stamps to next test render.

4
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 14:54:16 »
Im searching for the realism...

I will try to create a better texture for the floor carpet, with some irregular patterns.
The lightening is a problem as well I guess, but it is a pretty booring lightening solution in a room like this.

behind the camera there is glazing and a corridor, I'll try to add some colder light from that side, assuming that we're getting some daylight from that side.

And if it clears up I'm sure it will look alot better as well ofc

What do you think?

My settings attached

5
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 14:45:16 »
Here's some alternative camera angles.

camera 2 at 1.60m height, the rest on the height as if you where sitting down.

6
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-27, 14:31:13 »
Got some better result after an unwrap, need to look into it more though.
I've added some more objects to the scene, and trying to find the correct camera angle. Also testing if DOF makes a difference.

So, final adjustments now, any tips on what to think about before the final render (that will cook during the weekend...)


7
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-26, 14:47:40 »
In 3dsmax now, added the correct chairs and adding materials to them.
For the seats I use a fabric texture and a Opacity map, but it dos'nt look particular good, I've got an UW map, boxed, assigned to all the seats, and mapping set to real world size.

Any tips here?

I get some banding which I assume comes from the geometry?

8
Work in Progress/Tests / Re: Meeting Room
« on: 2015-11-26, 14:35:53 »
Awsome, thanks! That was the issue!

9
Work in Progress/Tests / Meeting Room
« on: 2015-11-26, 14:20:36 »
Hello All!

Got a project which is a pretty simple room this time, so I can spend little time on modeling and finally spend some more time on texturing, lightning! Though I should start a WIP to get some tips from you guys, how to do a jaw dropping image!

Attaching the 2D plan that I've got as material to work with, and along that I've got the type of furniture that should be in the room.
Also attaching what I've modeled in Microstation, before switching over to 3dsmax.

I'm doing the modeling in Microstation, exporting a DWG into 3dsmax.
I'm using Microstation since I've worked with it for 20 years, and I'm pretty quick when it comes to modeling inside that software, I know that this is pretty easy to do in 3dsmax as well, but for me it takes 5 times the time.

I have one first question that's not really connected to this specific project, but it appeared now and I don't know how to make it go away.
When I start my render, and stop it, the render starts over again by itself, I click Stop in the Corona VFB window, and it restarts again, I click cancel in the render process dialog, and it restarts. I have to Stop and cancel for 6-8 times while closing the Corona VFB window, before it stops. Any idea about why it does this?

10
[Max] I need help! / Re: Texturing Question
« on: 2015-09-21, 14:14:30 »
I tried thin on the frosted material and that made the effect of the frosted parts to weak.
I tried it on the clear glass panels behind, and it kills most of the reflections, but the problems still appear what I see.

11
[Max] I need help! / Re: Texturing Question
« on: 2015-09-21, 13:20:11 »
Maru's way of doing it is the correct way, but the way the scene is modeled / exported from a cad environments, makes it hard to do it like that.
I would of course like to add the frosted material settings inside of the glass material, but its not possible now, I need another surface/shape just outside like this.
And other renders that I'm used to like Maxwell, Vray wouldn't block the reflection with an alpha/clipmap like this, but I'm 100% into Corona now and want to learn why it does it.

Best Regards Patrik

12
[Max] I need help! / Re: Texturing Question
« on: 2015-09-21, 12:10:49 »
Have to wake this topic up again. For the last delivery I rendered one image without the frosted texture and one with it and then composed it in Photoshop.
Now I'll do some changed to the frosted texture, and I want to understand whats causing this.

What I have is glass textured with a clear glass texture, 1 mm outside of that glass wall, I have a rectangle converted to editable poly, attached with a frosted material with an opacity map.
Whats happening is that the whole rectangle looses the reflectivity, should the opacity map just "cut out" the parts that shouldn't be frosted? And then display the glass material behind it? Why does the cut out parts block the reflection in the glass behind it?


13
[Max] I need help! / Re: Texturing Question
« on: 2015-08-21, 16:23:14 »
Ok, on the test render in this attached image, the red area is the shapes that are textured with the "frosted glass silhouette"
The shapes are lines extruded up to shapes, so they dont have a thickness, see the lower illustration that shows how its made... the blue think lines are the glass and the red think lines is the shapes that sit a few mm outside the glass.
The glass has a simple glass material assigned. And the shapes has a frosted glass material assigned with the opacity map also shown in the attached image.

If I render without the shapes in front of the glass it looks great, but when I render with the shapes in front of the glass, the top "opaque" parts (black areas) of the shapes seems to block the reflection in the glass behind.

14
[Max] I need help! / Re: Texturing Question
« on: 2015-08-21, 15:25:48 »
No I didnt solve it.. This bothers me, must be an easy solution...

It must be possible to place an object with an clipmap in front of glass without ruin the reflection on the glass behind?


15
[Max] I need help! / Re: Texturing Question
« on: 2015-08-21, 14:29:20 »
I think I managed to solve it!

Started the final render... and... :)
Best crash message I've ever seen lol


Pages: [1] 2 3