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Pen88 rooftop terrace

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  • Pen88 rooftop terrace

    Quick turnaround project. I was able to reuse parts from other projects so I was able to put it together pretty quickly.

  • #2
    Some minor edits to that last one - some of the materials were too dark. (Also bumped up the GI strength.)
    Attached Files

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    • #3
      hello andybot, for my this scene looks too much difuse, needs more glossy reflections

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      • #4
        Originally posted by Stugys View Post
        hello andybot, for my this scene looks too much difuse, needs more glossy reflections
        Thanks for the feedback. What materials do you think should have been more glossy? I was attempting to match specified materials, which were mostly low-gloss exterior materials. Maybe the wood of the benches? I was having some difficulty getting the bump to be less strong, maybe that made the reflections weaker.

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        • #5
          Try your sun over your shoulder and not in front or behind the camera. Also, I put a Fresnel reflection on the majority of my materials; you can try that,
          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

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          • #6
            Unfortunately, I was matching backplates from drone footage, and that was the view they wanted to use ("You must get that firepit in the view - it's one of our features"). I do have reflections on my materials, I usually reduce the glossiness amount to between 0.8 and 0.9 so it doesn't have too much of a mirror reflection. I think the main problem I was running into here is that the bump map was too strong and negated a lot of the soft reflection. When I have a chance I'll play around with the reflection and bump map and see if I can get some of that reflection back.

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            • #8
              I agree with the Stugys' suggestions.

              It's passed much time from my last real wrok attempt with Vray4Blender but I remember that it's quite time consuming to produce complex materials, so if andybot_cg hasn't so much production time to spend in "set a new texture, press render, wait for export, check if it's fine, tweak again and render again" , I can fully understand that some materials are weak in terms of realistic feeling.
              This is not relevant about the textures resolution, for those you should try with better source.

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              • #9
                Stugys thanks for taking the time to give detailed feedback, thank you! You honed in right on the places that needed the most attention, this will be helpful to consider.

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                • #10
                  bardo that's why we need RT feedback sooo badly! It would speed things up immensely.

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                  • #11
                    I know.
                    As 3dsmax I'm used to don't consider realtime preview (now we have IPR and Active shade before but I'm quite slow to change my habits) but the texture preview it's faster in workflow and it's easier (at least for me) to preview how a texture will work with UVs so I don't feel too much the (no more true) absence of a realtime preview.
                    In Blender, I think it's more important to have a realtime preview like Cycles for the same reason in the opposite way...I think it's too slow to preview the different texture for the different channels, and manage UVs.

                    From my POV, when we'll have the realtime preview, we will see improve in quality, in particular for the quick jobs.

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                    • #12
                      150% true both of you, most of the time are spent on materials and texture tweaking, the hope still remains that we will get interactive preview renderer

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