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Autumn Atmo

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  • Autumn Atmo

    Hi mates,

    it's me again, being not so experienced and asking dumb questions. So...

    I'm currently working on a visualisation for an architectural contest. Fitting the current season, we'd lake to make it have some nice and smooth autumn atmosphere.
    I use DomeLight with a HDRI map + Directional Light (light orange) for the Scene Illumination. You can see all the settings in the attached pics.

    First Question : Do you have any suggestions how to optimize the Illumination for an autumn Exterior
    (is true, a lot of atmosphere comes from the post production in PS, but I'm currently trying to improve the quality and atmosphere of my renderings).

    Second Question - I'd be vary glad, if you dive me some advice on how to improve my materials. I don't find my Bricks very realistic and the Glass doesn't fully convice me either.


    I'll keep in touch and post the results of your suggestions. Thanks in advance, I'm glad that I can learn from your experience and tipps.


    Greetz
    teo

    -----------------------------------------------------------------------
    Software:
    Rhino 5.0 (64-bit)
    VRay 1.5 (64-bit)
    Windows 7 (64-bit)

    Hardware:
    Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz
    RAM 16GB (2x 8GB SODIMM 1333MHz)
    AMD Radeon HD 6700M Series
    Intel(R) HD Graphics Family
    Attached Files
    Helldoor Visual Studio

  • #2
    My taste for Bricks:

    1) I don't like to use gray color in Fresnel map. Better to use the reflection multiplier of 0.7.
    2) I don't like to change multiplier for Reflcetion map better to use Filter.
    In material like this you can use the image of the brick to get a more natural reflection.
    3) I don't like to have glossy map.

    Ciao
    Riccardo

    Comment


    • #3
      Thx, skysurfer. I'll try that.

      ----------------------------------------------------------------------------------------------------------------------------------------
      Edit: I've changed the Brick Settings to:

      . no Glossiness Maps
      . Reflection : Falloff (Fresnel) - Color 1: black ; Color 2: white ; IOR: 3
      . Filter : I didn't have an extra speculiar map and used the bump map as filter bitmap

      I like the result. Check pic.

      ----------------------------------------------------------------------------------------------------------------------------------------

      One further question: in what situations do you use the bump as one of the colors in the falloff map?

      Thanks again!

      Greetz
      teo
      Attached Files
      Last edited by Helldoor; 14-11-2013, 07:42 AM.
      Helldoor Visual Studio

      Comment


      • #4
        Looks better. I would prefer to stay at 1.55 as ior in the fresnel and play with filter multiplier to have specularity. (more than 1).
        i never use map in falloff, but could be useful to mix the falloff.

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