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small urban infill condo building interiors

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  • small urban infill condo building interiors

    I just finished a set of renders for a small mixed use project, here are some condo interiors and the main lobby. Still working on building up my asset library, but definitely going full speed on adopting a Vray for Blender production pipeline.

    Thanks for looking!

    Andy
    Attached Files

  • #2
    couple more images
    Attached Files

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    • #3
      Very nice Andy! Love the materials and the color palette used.

      Are you using a physical camera? Can you please share your camera settings for the DOF?

      congrats!
      Windows 10 Pro, 2x GTX 1070, AMD Ryzen7 1800X, 32 GB DDR4 Ram, V-Ray Standalone/Blender, V-Ray 3 for Sketchup, V-Ray 3 for Modo

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      • #4
        Originally posted by afecelis View Post
        Very nice Andy! Love the materials and the color palette used.

        Are you using a physical camera? Can you please share your camera settings for the DOF?

        congrats!
        Thanks! I worked with a very good architecture firm on this one, so the selections were top notch.

        Yes, physical camera - here's my settings. Note that I used a sun intensity multiplier of 0.3 (I usually reduce the sun intensity when I do interiors)
        Attached Files

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        • #5
          Very nice images, Andy! The interior ones (dark walls and floor) don't look very photorealistic (lighting?). But the one with the couch, chairs and carpet... looks great!!

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          • #6
            Thanks Enrique! Yeah, the lighting is not great in the lobby shots. I think I ended up using some hidden plane lights to render the cove lighting, so that made everything look pretty flat. It was taking really long for the cove lighting to resolve, and I had to make an animation so I ended up faking the lighting to get the render times down. Also, I would have liked to use more glossy surfaces, but these low gloss materials were what I had to work with.

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            • #7
              Nice work Andy.

              Just I would recommend making the shadows of the spot light(IES) smoother, they are a bit sharp and distracting (for my taste).
              Click image for larger version

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              architect at oona

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              • #8
                Originally posted by leandro_cs View Post
                Nice work Andy.

                Just I would recommend making the shadows of the spot light(IES) smoother, they are a bit sharp and distracting (for my taste).
                [ATTACH=CONFIG]38266[/ATTACH]
                I have soft shadows enabled, but I didn't see that option about the shadow shape, I'd just left it "From File". Thanks for the tip, I think that will be useful like you say, to soften the shadows. I remember how bad it was before soft shadows was an option for IES, this is even more improvement.

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                • #9
                  Very nice...
                  Which version are you using right now andybot_cg?

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                  • #10
                    Originally posted by warsign View Post
                    Very nice...
                    Which version are you using right now andybot_cg?
                    Thanks!

                    I've been using vb30 for production up until now, but I think I'm going to use vb35 for my next production job. As you can see from my other posts, I've been doing a lot of testing and the latest builds seem quite solid.

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                    • #11
                      Hi Andy i can agree with Enrique with the mat of dark floor can you tell me the ior ref and the gloss ?The mat look like diffuse only mat, often i have the problem of guess the ior but probably it depend from a too uniform lighting, i found in the web that the ior of ceramic and porcelain mat should be around 3/4, can you confirm this?

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                      • #12
                        There was a combination of things on this project. For one, I was still having issues with properly setting up bump maps, and it may be that the bump was too rough and I didn't get the right amount of reflection. The other was that this client specified very low gloss finishes. So with that and the even lighting, it did end up way flatter than I would have liked. This may be a good scene for me to test out some of my revised materials and see if I've fixed the bump mapping issues.

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                        • #13
                          Ok andybot! this looks like very nice.

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