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Architectural W.I.P.
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Architectural W.I.P. // Work in Progress
Post by daybe // Dec 6, 2006, 5:34am
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daybe
Total Posts: 562
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Cheers guys. Thanks for all you help, I found this to be very informative and there are some great tips posted here. (the size from cup and chairs is a bit strange but maybe the pov )
Parva the cup was a bit large after reading your post I checked the scale and reduced it, the chairs are to scale perhaps as you say it's the POV.
Here is the final image, added a bit of DOV, not very much and tweaked a few things here and there but not much post work at all.
I also changed the color of the cup, was drawing a bit too much attention as it was the only orange in the scene, to tie it in with some of the colors in the scene I choose green sorry Morgan.;)
I don't use Vray very much but I am always happy with the end result.
Thanks to all who commented as this is the result. |
Post by brianalldridge // Dec 6, 2006, 5:44am
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brianalldridge
Total Posts: 397
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Very nice, I give it a five banana rating
:banana: :banana: :banana: :banana: :banana: |
Post by Morgan // Dec 6, 2006, 7:07am
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Morgan
Total Posts: 138
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I also changed the color of the cup, was drawing a bit too much attention as it was the only orange in the scene, to tie it in with some of the colors in the scene I choose green sorry Morgan.;)
Heh. I actually agree; in green, it doesn't draw the eye as much, and still is different enough from the chairs (in the original blue, with some of the differently lighted pictures you put up, it was hard to separate it out from the chairs visually).
It's all looking great! |
Post by prodigy // Dec 6, 2006, 8:33am
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prodigy
Total Posts: 3029
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Daybe..
I put some postprocess over your work, and i think you can make a good resoult over shadows.. maybe other sugest its dof.. who knows...
Best Regards..
Sorry for touch your excelent work :o
3279 |
Post by Mike // Dec 6, 2006, 9:18am
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Mike
Total Posts: 121
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I really like the cup now, and the color is a nice balance to the green glass, pulls it together. The cup, window glass, and pencil form a nice triangle. Great job on the entire piece! |
Post by daybe // Dec 6, 2006, 9:51am
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daybe
Total Posts: 562
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Thanks guys.
Prodigy, no worries with editing that's fine with me, your version looks good. |
Post by prodigy // Dec 6, 2006, 4:14pm
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prodigy
Total Posts: 3029
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i only sugest... :)
you are the one who works hard, we can only sugest..
Be cool :cool: |
Post by MadMouse // Dec 7, 2006, 12:20am
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MadMouse
Total Posts: 1069
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Great work Dave, Very original and detailed. :banana: |
Post by parva // Dec 7, 2006, 12:22am
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parva
Total Posts: 822
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don't wanted to open a new thread but as little addition to the fresnel/reflection issue:
There is another way to increase the reflection with the refraction value. As higher this value as stronger the reflections.
To see at the sample with the cup. I don't know which IOR ceramic has but 1.8 or a bit higher looks similar.
Another thing is the fact that reflections become more visible (at least at some surfaces - not all materials creates a fresnel effect) at a low viewing angle (photos from the book). But here I'm not sure if this is also caused by the fresnel effect at least it's a pity that we can't turn on/off this fresnel effect for other shaders too like glossiness, where we could create some nice and more realistic looking floors.
3294
OH and your scene looks fantastic now daybe :) |
Post by daybe // Dec 7, 2006, 3:14am
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daybe
Total Posts: 562
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Thanks parva, good suggestion with the refraction setting.
it's a pity that we can't turn on/off this fresnel effect for other shaders too like glossiness, where we could create some nice and more realistic looking floors.
I have also thought this as well, would be great to be able to combine them. |
Post by Jack Edwards // Dec 7, 2006, 4:33am
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Jack Edwards
Total Posts: 4062
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This is looking great Daybe! Looks like everything is coming together now.
Thanks for the Fresnel posts Parva! I wouldn't have thought to do ceramic with the fresnel shader but it makes sense since the bumpy surface under the glaze would lead to an anistropic type reflection.
Think we all need to e-mail Chaos Group, thank them for their good work, and see when we're going to get layered and mapped shaders for VRay... I still can't believe that they would release it without a mapped reflectance shader!! :mad:
-Jack. |
Post by parva // Dec 7, 2006, 5:16am
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parva
Total Posts: 822
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Chaos Group has imho nothing to do with that ;)
It's up to the developers and the kind of code they get (and what Caligari has paid for or what we will pay for) from CG and how possible it is to integrate in tS.
So the most thanks must go to the Caligari developers :) |
Post by Jack Edwards // Dec 7, 2006, 8:14am
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Jack Edwards
Total Posts: 4062
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Well heck if it's an additional $50 to get a fully functional mapped shader and support for layered matterials, I'd do that. Heck, I'd settle for just the mapped Phong and Fresnel shaders...
Of course, what would be better would be to make it extensible so we can write our own shaders for it...then we're not dependent on the "developers" and we could even implement the DirectX shader equivalents so real time and render time displays could look equivalent.
Ah well, I think I've met my VRay mapped shader gripe quota for today. ;-)
-Jack. |
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