(reserve)
(already got some questions regarding some materials, light and post-production, so I'll post answers to those here)
One case of light setup is illustrated below (
This is Lighting for Livingroom and Bedroom). It's important to stress, these are no magic settings :- ). I often use the Sun intensity in full range ( from 0.01 for tiny hint of Sun to 1.0 full scale ), Sky saturation whether I want more overcast/pre-storm look or more natural, midday look. I might or might not add additional light through planes, and here I added it because the buildings were blocking little more Sky light and I wanted to balance things out. I chose neutral intensity (6500K=White) so it's between warm sun and colder Sky.
{Bedroom} Tricks : There is WHITE wall next to (outside of image on left) bed to bounce light back instead of blocking it :- )
Here is the Patio Setup. Light + PostProduction
(click on images to see high-res)
(click to see higher res). And now onto some embarrassingly simple materials, although there are few complex ones, most are... not. I'll use each mini shader-tut to highlight something different I focus on at.
Here is little bit of post-production in image where it makes the "biggest" impact (I know...bit anti-climatic) :- ). I don't have any final render saved without the LUT, so just imagine flat linear image. Maybe I will re-render some..but not possible right now.
Here is the breakdown of 'Atlas' (Megascan) type shader for plants. Hope it's easy to understand :- ). It let's you use single texture sheets per map (from Megascan, where one Albedo map has 20 leaves but your model has one UV per leaf only).
Last Edit: Today at 15:50:16
The slate view looks robust...but you can even go right back to basic editor type and it will remember those instanced connections across every map. Big thanks to Rawalanche who showed me how to use those linear nodes. I actually asked for a map type node that would do this in Corona.
Here is what you can do to basic Ivy model: