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Here is a WIp - I would like some input from the group on what could help this image - I can't change the architecture, materials or time of day - Something just isn't looking right -
Thanks guys
Mike
then do it in photosop ...
Open in ps duplicate the layer and the above layer set multiply. You'll get much better results right away. Tweak.
So you didnt change anything
Out of joke try it.
OK, don't realy know how you set things up , but I nowadays do night renderings starting with a HDRI image mult 0.7 orso for starts. Then I start lighting the buildings inside with omni's shadow mapped size about 400 and a distance falloff (far faloff range, not inverse square or anything like that, takes ages) I start filling the building with instance lights, where I need more I just instance another light or adjust the far range. This way I can control everything quite easy. Outside lighting of the building same trick but then with vray shadows. Irradiance setting on very low to low at first. something like 10 to 15 bounces. secondairy value not more then .7, primairy never more then 1. The color of the lights make all the difference.
Hey, my cumpoters is finaly done rendering, time to paste in lotze people.
I get significantly different results playing with angular vs. spherical on the hdri channel. I'd imagine that you can play with that and get some better results. Also try rotating it around the horizontal axis
You mention that you can't change the materials, but can you change the grass a bit for added realism? my grass mats are usually mixes/blends that utilize the alpha channels. It won't look so homogenous that way.
I would like to add some bitmapped trees - any way to use color mapping and have it exclude my bitmapped trees and alpha? It is making eh alpha channel to bright
Thanks
Mike
I've noticed a definate tendancy towards that myself also.. If you lower the blur on the alpha channel it helps a fair amount.. the alternative is to seperate them out into another layer and composite them also.. (be sure you use premultiplied alpha in your comp package to minimize the 'halo' effect..)
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