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Surreal Structures::New Improved Bank Lobby

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  • Surreal Structures::New Improved Bank Lobby

    Hi,

    I think this version is a little different from the last one I posted. Thank goodness for that (IMO).

    An eye-level view:



    From the security cam, I guess!



    Anyway, it's all over but the billing.
    Surreal Structures
    http://surrealstructures.com/blog

  • #2
    Hey nice job. Did they change the design of it all of a sudden or what? No more wood paneling, etc.

    2 little comments....

    1) The desk in the first view needs some work on the artifacts.

    2) What would be a nice little detail is to add a thin metal transition strip between the tile & the carpet.

    I know you're all finished, but I just thought you would like to know a couple things that first caught my eye. Oh, and what kind of tile is that?
    Tim Nelson
    timnelson3d.com

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    • #3
      You're right about the desk - at the base, right?

      And a t-strip would have been really easy to put in.
      Surreal Structures
      http://surrealstructures.com/blog

      Comment


      • #4
        Looks nice.

        The glare is overbright in my opinion. I couldnt help but focus on it and try to see thru it if anything was there. Such bright light would cause more shadow even in a well lit room. But thats just my opinion.

        The strip of lights also looks odd on the floor. Maybe increasing their falloff while adjusting the intensity will blend them better.

        Looks good btw, nice detail.

        Comment


        • #5
          Hey Frances, nice work in there, congrats...

          Mark

          Comment


          • #6
            You're right about the desk - at the base, right?
            Yep!

            And a t-strip would have been really easy to put in.
            Not a t-strip. I meant just a flush metal edge, maybe 1/8" or 1/4". Thats a pretty common detail for commercial use instead of the raised transition strips. Anyways, not a big deal! It's probably something a client would never even notice.
            Tim Nelson
            timnelson3d.com

            Comment


            • #7
              Yeah good work Fran ... just tighten up those setting's i think
              Natty
              http://www.rendertime.co.uk

              Comment


              • #8
                I really like these... I allways have problems with getting enough light in a room without making it look washed out... the lighting in your scene is awsome!

                really like the blue, transparent plastic thingys on the right in the second pic... very nice material!

                Comment


                • #9
                  great work fran

                  -dave
                  Cheers,
                  -dave
                  â–  ASUS ROG STRIX X399-E - 1950X â–  ASUS ROG STRIX X399-E - 2990WX â–  ASUS PRIME X399 - 2990WX â–  GIGABYTE AORUS X399 - 2990WX â–  ASUS Maximus Extreme XI with i9-9900k â– 

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                  • #10
                    what kinds of render times were you getting for these?

                    your lighting is great!

                    Comment


                    • #11
                      Thanks everyone. The original 2800x2100 images took about 18 hours each to render.
                      Surreal Structures
                      http://surrealstructures.com/blog

                      Comment


                      • #12
                        Very clean and nice Frances, just wondering what settings you were using for those times, How many lights in the scene.
                        Cheers,
                        Tom
                        Accept that some days you are the pigeon, and some days you are the statue.

                        Comment


                        • #13
                          Hi Tom,

                          They were rendered with 1.0903r and the settings are for a 1500x1150 irmap.

                          The GI settings are
                          Max, min (-5,-2)
                          Clr .25
                          Nrm .25
                          HSph 50
                          Interp 20

                          I used direct computation (subdiv 2, depth 6) for the secondary bounces (.75).

                          I used Adaptive subdv for the antialiasing min -1, max 2 and thresh. 0.1.

                          For the lights, there are large VRay lights at the windows (4) and 10 sphericals in the cylindrical pendants. Only the can lights along the walls actually have standard free spots with a gradient projector map. The cresant pendant has 12 free spots (down, with inverse square attenuation) and 6 rectangular Vray lights (up, storing illumination). The base of the Customer Service desk and the teller windows has one surface that has a self-illuminating material.
                          Surreal Structures
                          http://surrealstructures.com/blog

                          Comment


                          • #14
                            Really nice Fran, as usual!

                            Can you describe what you mean by gradient projector map in the spots?
                            Is it faster than IES lights?

                            Tony

                            Comment


                            • #15
                              Hi Tony,

                              I used the Gradient map in the Material/Map Browser with it set to Radial. I think it is faster because VRay seems to render faster with standard lights than with photometrics. You actually can't see the effect in the final renders. Here is an earlier version:



                              Here is the gradient map I used as a projector map: Gradient.mat

                              The first thing I quit doing with VRay was using photometric lights.
                              Surreal Structures
                              http://surrealstructures.com/blog

                              Comment

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