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  • #61
    Re: Michas Gallery (update 19sept 2007)

    Hi Micha.

    Congrats on picture 45...I love that one.
    Also your renders in the panospheres? are great...please relink to that tutorial again, I cant find it. The Frog...very Damien Hirst ;D...great!!!


    Now the questioning starts...
    Regarding picture Nr. 30 you say all your lights are emitters.
    Do they work as normal lights? how did you realize the light falloff on the emitter where the tricicle stands on? is the glas a texture or is there a way to get that effect throug some kind of emitter map? How much light are they emitting?
    Is the emitted light coupled to the surface area of the emitter or des number x for example mean x light for 1cm²?

    I am faced with a problem where I got hundreds off openings in the ceiling and need to light the whole room.
    Heres a picture of the real thing. I got the model and need to light it.
    http://img225.imageshack.us/my.php?image=011ny8.jpg
    One emitter over the whole window array or every glas one emitter?

    Are emitters just another way of lightning or is there any advantage or disadvantage over point, cone and rectangular lights (strip lights don`t work with vray do they?

    What would be the best lightning aproach for that situation...+ do you might have a good render setting file for me?
    Maybe I`ll post my trys the other day.
    Any advice for interial renders? Sometimes my renders get really blotchy...it is so hard to get the lightning right.

    Comment


    • #62
      Re: Michas Gallery (update 19sept 2007)

      Congrats on picture 45...I love that one.
      Thanks.
      Also your renders in the panospheres? are great...please relink to that tutorial again, I cant find it.
      Should work now, if you find one old link, than you can take the last number and add it to the current link fo the forum....
      Now the questioning starts...
      Regarding picture Nr. 30 you say all your lights are emitters.
      Do they work as normal lights? how did you realize the light falloff on the emitter where the tricicle stands on? is the glas a texture or is there a way to get that effect throug some kind of emitter map? How much light are they emitting?
      Is the emitted light coupled to the surface area of the emitter or des number x for example mean x light for 1cm²?
      Raytrace sampling of many light need much time. So, you can enable "store with irradiance map" for arealights or you use emitter materials. This materials are random sampled by the GI calculation, because Vray don't know, that it is a light source. This is faster, but some times the GI calculation is more difficult (small emitters and high intensity). In you case emitters materials are the best solution. I would create one emitter for one big arreay. Create a texture, that looks like your photo example (only if you like to get the visible gradient). The frames could be modelled separate.

      Emitters with reflections - add a reflection layer with fresnel (max intensity per upper color at 255) and set the transparency of your emitter layer at grey 250. So, the emitter layer let see through. Now, test what intensity is the best. Emitters act physical correct with decay allways.
      Are emitters just another way of lightning or is there any advantage or disadvantage over point, cone and rectangular lights (strip lights don`t work with vray do they?
      Emitters are not calculated by raytracing ... All raytraced lights need additional render time.
      What would be the best lightning aproach for that situation...+ do you might have a good render setting file for me?
      Maybe I`ll post my trys the other day.
      Any advice for interial renders? Sometimes my renders get really blotchy...it is so hard to get the lightning right.
      Your scene looks like one of the easy cases for interior - big light areas. Look at my starterkits and use LC+IM. If you get blochtes, than use more IM samplings. My typical range is from 30 .. 300.
      One trick, to get raytracing back to the emitters is: place a big area light in front of your emitter array and enable the "portal" mode. Now Vray makes a raytraced sampling of this area, but takes the colors from the emitters/sky/HDRI_Environment behind the portal. But in your case it should not be necessary.

      Good luck, looks like a nice project.
      www.simulacrum.de - visualization for designer and architects

      Comment


      • #63
        Re: Michas Gallery (update 19sept 2007)

        Hey Micha...
        If I could wish for a tool it would be you

        I tried your settings from starterkit4...they worke pretty well.
        Only thing that could be tweaked is the contrast.

        The other render I like even more is with qmc/qmc. It is a bit on the noisy side but with Noise Ninja I prefere the solution over the lightcache aproach.

        The lightning is very simple now...I just set all the windows to emitters now...
        Dont think it would help if it was just one emitter.

        Honestly I don`t understand the difference between emitter and other lightsource...what does it mean that they are not raytraced?

        Here is my result with the starterkit4 settings.
        http://85.124.199.50/13.jpg
        and the qmc/qmc render which took 27 minutes. (vs 11 nminutes for the small version with starterkit4 settings)
        It got some noise that looks cool if you try to simulate high ISO bw film...hehe.
        http://85.124.199.50/06_2.jpg

        Thank you for all the help.
        I am building the whole Viennese Secession now...you would be a real cool artist to exhibit in Secession² if you like.

        Comment


        • #64
          Re: Michas Gallery (update 19sept 2007)

          The images looks good.

          If you tweak the contrast, than you can use the fame buffer curve control. It's the easiest way and you can save the curve per right mouse button for later use again. If "clamp output" of the color mapping options is disabled, your framebuffer image is a HDRI. So you tweak without lost. I use the frame buffer control daily. I allow more than photoshop curve edit.

          What is "Secession²"?
          www.simulacrum.de - visualization for designer and architects

          Comment


          • #65
            Re: Michas Gallery (update 19sept 2007)

            Originally posted by Micha
            The images looks good.

            If you tweak the contrast, than you can use the fame buffer curve control. It's the easiest way and you can save the curve per right mouse button for later use again. If "clamp output" of the color mapping options is disabled, your framebuffer image is a HDRI. So you tweak without lost. I use the frame buffer control daily. I allow more than photoshop curve edit.

            What is "Secession²"?
            thanks.

            Secession² is something like my next project. I study at the Akademie of fine arts in Vienna...maybe this is my masters thesis.
            I got all the plans of the Vienna Secession (www.secession.at)
            The plans are all online in pdf format...and pdfs are so easy to import in Rhino
            Now I am doing a model...
            Then I have to look for a game engine...or something similar...not 2ndLife though...something more serious. If I can`t find a good engine I will animate some interactive flash walkthroughts.
            I want to curate some exhibitions in my virtual Secession. I will try to get some famouse artists to work with me. I guess after some virtual Exhibitions the room will be famouse on its own and I can make more Exhibitions with artists that are not famouse and generate loads of traffic...maybe sell some stuff.
            I have the feeling that people need a real room to accept a gallery but that it is not soooo important if that room is real or just virtual architecture.
            I also hope to get some copyright complications...wheather because I used the plans or I used the name.
            I now use IM (200samples...thanks)/QMC they look clean and are reasonable fast.
            http://85.124.199.50/work02.jpg
            http://85.124.199.50/work03.jpg
            http://85.124.199.50/work01.jpg
            http://85.124.199.50/work00.jpg

            (in the end it is just fun for me...I am no artist nor do I work in CGI...I am highschool teacher.)


            Comment


            • #66
              Re: Michas Gallery (update 19sept 2007)

              That's interesting and your images are looking great.

              Virtual Exhibition - you could do anything at Rhino, but with an other method. From VfR you can render very easy 360° QTVR. If you place hotspots at the QTVR, than you could jump from room to room and look around. So, you could keep the high image quality (no game engine level) and keep the walkthrough simple, but high res.
              At deavlvr.com I have seen an interesting virtual movie with a movie on a TV:
              http://www.devalvr.com/paginas/sopor...ablevideo.html
              maybe you could create the virtual movies per pano2qtvr(.com)(it support flash and QT movies). I used it often, but not the hotspot feature.

              But if you like to use a game engine, maybe Blender is something for you. I installed Blender some days befor and I will discover it over the next months, because it looks interesting.

              PS: Best you start a new thread for your project, I feel it could be a long thread.
              Sprichst du deutsch?
              www.simulacrum.de - visualization for designer and architects

              Comment


              • #67
                Re: Michas Gallery (update 19sept 2007)

                hi Micha,
                i am depressed after trying to make an even bad copy of the sea you did at picture 35 & 36 but the results are .... :
                could you give me a clue or two?

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                • #68
                  Re: Michas Gallery (update 19sept 2007)

                  Hi,

                  (35) .. the seewater is a "glass" material on a single surface with bump. Behind the water surface I placed a textured, deformed "see ground" surface. Texture is a stone-moss image.

                  (36) .. around the boat is a random moved surface (David Ruttons script tools) and the big surface far away is a flat surface only. So I keep the poly count low. You can see the boarder, if you know it.
                  Material is a glossy, textured plastic with sea bump. Texture is a greenish, blotchy map.
                  www.simulacrum.de - visualization for designer and architects

                  Comment


                  • #69
                    Re: Michas Gallery (update 19sept 2007)

                    Thanks for seawater explanation, will try today...

                    One more important question ???... I have surface with simple diffuse material. I need to place on it several stripes of different fixed height and position. The content of the stripe should be simple diffuse or bitmap. Surface shouldn't be splitted.

                    How can I implement this in VRay for Rhino?

                    The examle of this: see attachment.

                    Thanks in advance,
                    Dmitriy

                    Comment


                    • #70
                      Re: Michas Gallery (update 19sept 2007)

                      Add additional diffuse layers for your color patches. Use color textures for your patches and disable "tile" at the texture interface. Set the transparency of the patch layers white and set a black transparency texture. So, the patches are not transparent, but the area around.



                      www.simulacrum.de - visualization for designer and architects

                      Comment


                      • #71
                        Re: Michas Gallery (update 19sept 2007)

                        Thanks a lot Micha,

                        All works perfectly!

                        Comment


                        • #72
                          Re: Michas Gallery (update 19sept 2007)

                          Hi Micha,

                          As for the picture number 35 and 36, can you share textures you were using as bump for sea surface?

                          Thanks in advance,

                          Dmitriy.

                          Comment


                          • #73
                            Re: Michas Gallery (update 19sept 2007)

                            http://i8.photobucket.com/albums/a46...s_seamless.png

                            If I remember me right, I got it at the flamingo forum some years(?) befor.


                            And without windy waves, this created by photoshop "cloud" (wolken) filter:

                            http://i8.photobucket.com/albums/a46...kenfilter2.png
                            www.simulacrum.de - visualization for designer and architects

                            Comment


                            • #74
                              Re: Michas Gallery (update 19sept 2007)

                              Thanks Micha!

                              Comment


                              • #75
                                Re: Michas Gallery (update 19sept 2007)

                                Merry Christmas to all!

                                Micha,
                                As for the images of 35 and 36, what light was used on each picture. Was it simply sun?
                                As it seem to me picture N 36 was done using HDR image background - isn't it? Was the physical camera or standart used to render the images?

                                Thanks a lot!
                                Dmitriy.

                                Comment

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