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glossy refractions...

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  • #31
    But now I like to know what kind of architectures do you really like guys. Or you think architecture (like art) is dead?

    -----------------
    fede
    maybe you should start a tread about this in the off/topic forum.....it should be a cool survey....

    paul.

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    • #32
      Thanks, It is always nice to hear how other people do things, especially they turn up so good.

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      • #33
        in the off topic forum, I've started a discussion about (st)architecture, if someone is still interested, here the link:
        Architecture today

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        • #34
          jdp :

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          • #35

            Excellent Work I am sure clients were very Happy.....
            keep it up Marc
            Hughg

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            • #36
              Couple more questions about glass

              Marc, thank you for your reply, the images are very nice. I have couple more questions about glass setting:
              Is your glass plane or does it have thickness?
              Do you set up reflective enviroment in vray render window (overwrite Max one) and if so what settings (black, 1.0?)
              Do you also set it up under the glass properties under p/p fallout as enviroment?
              What are your glossiness settings for glass material (1.0, 1.0?)
              I was trying to replicate teh nice bluish tone in my model, but it did not turned so well as yours.

              I appreciate your reply

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              • #37
                Glass in my models allways has thickness since I use Vray. I take a thinckness of 10 or 15 mm. Sometimes more, depends on the complexity of the model (When there are a lot of glass planes I need to be able to find them, place and move then). IOR is mostly 1.4 unless I go for a 25mm or more thickness then IOR will go lower. When glass comes close to the camera and there is an environment to reflect, and I have the budget/ time, I do 25 mm with IOR of 1 and reflect on backside checked to simulate double glazing.
                I have a basic black Vray material with glossy on 1 and reflection on 1 with a P/P falloff in the reflection slot. For the falloff, I allways change the line to a less steep one (so less maximum and more minimum). For the environment, it's more or less only the max environment slot that I use. But remember this is a montage. That means that I render the building with only a sky environment and a little bit of foreground as a tiff, and then mount it into the picture with the alpha map. Sometimes when a lot lot of environment buildings needs to be simulated, I render two versions. One with a sky environment and one with a remixed picture (with simulated junk buildings at the place of the building) and blend the two in PS.

                Hope this answers your question.

                Marc

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