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New interior...(The ugliest project on which I worked)

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  • New interior...(The ugliest project on which I worked)


    Bad look, bad antialiasing, a fews artifacts....
    But the client likes it SO MUCH!!!
    Done in one day (10hours)
    Rendered at the speed of light with VRAY.

    The real thing


    The relooking

    www.vizstation.com

  • #2
    Great work for the time frame that you had, i always seem to have the samesort of time's to do my work so you never really feel satisfied with your end result because there is always that extra mile you could have gone.
    Natty
    http://www.rendertime.co.uk

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    • #3
      wow..so much work ...and just that the client can see how a red wall and a podest will look like ? amazing ...but why not !?!?!?

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      • #4
        hi
        very nice image there

        i wonder if you did anything to stop the red color bleeding

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        • #5
          Don't cry I would be happy of getting those results in one week

          I already lose 3 days in convincing my clients of the budget

          Congratulations!!!
          Productivity: 100%
          Result: with that productivity it is not important
          Excuse for my poor GlobaLink english.

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          • #6
            Thanks stellar,
            just apply a wrapper and reduce the GI emit value.
            www.vizstation.com

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            • #7
              hehe.. I don't like the architectures appearance, but the render is just great!

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              • #8
                hehe.. I don't like the architectures appearance, but the render is just great!
                same here. The red is a punch in the eye, design wise.
                But, the rendering looks ecxellent, especially for the short time frame you had.....
                great lighting as well: could you shave your light placement / types you have in the scene??.......

                thanks in advance, and great work!!

                paul.

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                • #9
                  nice lighting, skylight portals i assume? is it photon mapped or IRmapped

                  plasticy materials work well.

                  did you make the furniture in those 10 hours as well?
                  Digital Progression

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                  • #10
                    Very very nice!

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                    • #11
                      with brazil r/s's utility material (same logic with the vray wrapper) there's an option of assigning another material for the gi behaviour of the certain material.
                      So rather than reducing the gi contribution of the red wall you assign a less saturated material for example.
                      Is this possible in vray ?

                      might be off the topic but just out of curiosity.

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                      • #12
                        nice renders! I like the red and white combination in the walls but not in the windows, other than that it looks really nice, for that time it seems imposible.

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                        • #13
                          Originally posted by stellar
                          with brazil r/s's utility material (same logic with the vray wrapper) there's an option of assigning another material for the gi behaviour of the certain material.
                          So rather than reducing the gi contribution of the red wall you assign a less saturated material for example.
                          Is this possible in vray ?

                          might be off the topic but just out of curiosity.
                          That's not possible. You could calculate the map with the less saturated material and reuse it with the saturated material, but in one pass it's not possible for now. I'd love to see that function in vray. Reducing the send value is no good option imo because it reduces the amount of light, and especially for large walls this is the opposite of what is needed.
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                          • #14
                            Reducing the send value is no good option imo because it reduces the amount of light, and especially for large walls this is the opposite of what is needed.
                            yeah, that seems to be the biggest drawback from that method, especially with large surfaces........that need to contribute light to the scene....
                            when I was uding Brazil I did like the option of choosing a neutral color/mat to add to the object but still having the object contribute GI to the scene...it seems a more sophisticated and thoughtful way of setting it up then just taking away mat Gi contribution to the scene.....

                            we'll see if vlado gives us this option down the road..

                            paul.

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                            • #15
                              thanks for answering guys

                              completely agree with you about reducing the gi contribution, it's a loss

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