Made my own brick textures for this one (90 different bricks). Created my own trees and leafshaders. I used Rhinoceros and Grasshopper to develop my own floorgenerator script to generate the wooden planks underneath the overhang of the roofs. It’s pretty flexibel and can also generate random rotation and tilt. As usual they’re not visible enough to see from so far. I should make some detail shots as there is a LOT of detail in the building, but no time for now. The whole roof has been created with Railclone. For the gutters between the roofs I use a Vraydistancetex with opacity map in combination with a Railclone object to cut away the geometry at rendertime. I also tried the vraydistance text trick to control the color of the leaves of the maple trees (green to orange) but this doesn’t work with proxies so I replaced it with a berconnoise. Same for the hedge on the side.
For the foggy shot, there are 4 vrayenvironmentfogs active. I used BF + LC progressive rendering (9 hours for only 45 passes at 4K, I didn’t have time to render better and Rebusfarm has been struggling for a week to be able render this but unfortunately it ALWAYS crashes with them at LightCache, but without the forest pack objects it renders fine). So if anyone experienced similar behaviour and can offer a solution I’d like to render these at 8K and 100 passes. The sunny shot has no fog and reached 100 passes in 10 hours, also 4K.
Both lit with HDRIs by Peter Guthrie. Hope you all like and some C&C is always welcome.
Wow these are awesome!
2nd one is a little grainy in the foreground DOF, but I don’t mind it much. Very nice work!
The sky is a bit too white in the 1st shot, and the streaks over the gates left and right doesnt look so nice, geussing it’s fog or something? (looks like a bad scan)
Yes,I agree about the graininess, it needs to bake a little longer I think (100 passes might not be enough or my settings are plain wrong?) Progressive 0-100, 6 MSR, Global Subdivs = 0 and all Forest objects are also set to 0 Subdivs multiplier, Lanczos AA set to 2.
I might revisit all of them as the client wants a few things changed.
It’s indeed fog, or at least the intention I might remove it or maybe change it, depending on the C&C, I too have some mixed feelings about it.
I like them…I never use fog because increases the rendertime significantly…but i use some z buffer to do it in post.
There is a free floor generator for sketchup.
The fog was the first thing that my eye caught and I initially thought the image was poor. Now that I look at it again, it is a rather nice work. Maybe a little more contrast would be nice, too.
It’s fog without GI and light affected, it’s indeed a little longer and I used to do it in post too but sometimes I like to play with it in vray, I find it to produce some nice effects too with the lighting fixtures. Although they need to render a lot longer.
Hmm I thought they were a little too contrasty already actually. Yeah apparently the fog isn’t doing too well. I’m going to hear what the client has to say. They asked for a third view and some warmer interior, and less leaves.
EDIT: There’s quite a lot of compression on these apparently IMGUR didn’t really do a good job.
Sorry I can’t offer any constructive criticism, but I love the ground work in the second image, and another small detail in the first image, where you can almost see through the hedge fence, you can see individual trees that make it up.
One thing that’s bugging me is the leaves on the ground don’t look like they’ve fallen from the trees in the foreground, is it just me or have you used different leaf types for the ones on the ground and the ones on the trees?
The leaves were indeed a little sloppy (time pressure) and are actually straight out of forest pack but I changed the shader quite a lot. They match the trees on the left side of the first images (maple) but not the birches, although I just have to replace them with my hoemade birch leaves. I can do that for the update There are 3 forest pack objects for the leaves and I ended up painting the side and gutter somewhat.
I’ve uploaded a high res uncompressed version so you can appreciate a little more detail (just drag the image into another tab), don’t mind the noise and bad AA please
BTW these are actually almost straight out of the VFB, I only reduced a little bit of noise in photoshop.
The beech hedges on the side were created with a sweep profile with a noise modifier and turbosmooth. There are actually two of them and 1 is inside of the other. Then I used forest pack to scatter 10 different leaves I created, on both of them. With different distribution. I tried scattering some deformed spheres on the sweep first to use as an object for a VrayDistanceTex so I could create some variation between green and orange leaves. But I ended up using a VrayBlendMaterial with a green version blended with a berconnoise over an orange version of the leaf.
The Maple trees on the side were created a year back in Speedtree (4 different versions) and I completely changed the shader to an autumn one. I noticed quite a lot of mistakes in the shader. I must have learned a lot during the last year Same way I did the hedge, a berconnoise is blending the green and orange leaves. Some variation in the berconnoise map makes sure the noise doesn’t go from one tree to another. I tried the VrayDistanceTex first like I tried with the hedge but either it doesn’t work properly with proxies in a forest pack or something else.
The birches are evermotion models but I ended up changing the leaves and bark shaders, also changed the branches a bit and added a turbosmooth.
The buxus sempervirens are 4 different boxes I created with scattered leaves. These boxes were used in a forest pack following a spline on the terrain. The tricky thing is not to vary to much between them. I was going to use the same trick I used for the beech hedge but too much tiny leaves
Grass was created in a previous project with grass generator script and own shaders. Flowers are from rendering.ru I think, as are the clovers and long grasses. All of them are scattered using Forest with splines, overlapping eachother.
I’m planning on doing a tutorial on the beech hedge on the side. And looking at the different possibilities to tackle a hedge. There are not that much 3D hedges out there that are flexibel enough.
I’ve made some updates on these and create a 3rd view as well. Plus I’ve noticed I spelled ‘Apartment’ wrong in the thread title
These images are almost straight out of VFB, very little photoshop post. I took my own photos for the brick texture to ensure the best possible recreation of the material.
Hope you like. (Drag images in new tab for full res)
Jip I agree with Bobby. These are looking much better. Love the 2nd and 3rd shot.
If I have to be picky, I’d say the gap between the gorund and the hedge in the 1st and 2nd image looks a bit too uniform. Maybe move it down a little “into” the ground or add some variation in the ground level (or bottom hedge level)
Yeah, that was bothering me too but it’s the way the hedges are created that didn’t leave me room for flexibility, next time I’ll create them in another way.
- On the front image, I’m disturbed by the green/red hedge on the latests images update. But maybe it’s like that. The front hedge is full summer green and the other too aged maybe ?
- On the back image the big hedges separating the +0 apartmens are too curvy and look boxmapped ?
- The night image is too bright imo, misses focus on the building. I would push exposure down in CR
Overal awesome greenery work and foreground/background. Some serious patience in there
- On the front image, I’m disturbed by the green/red hedge on the latests images update. But maybe it’s like that. The front hedge is full summer green and the other too aged maybe ?
Well one is always green regardless of the season; the other looses its leaves in autumn/winter.
- On the back image the big hedges separating the +0 apartmens are too curvy and look boxmapped ?
Well it’s actually a forest pack on top of a geometry but I agree I’m not happy at all with the result (You don’t really see the leaves). About the too curvy: it does exist:
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Although not the same (I didn’t want that effect); curvy is possible; But I agree I didn’t really succeed in modeling a convincing hedge there. Still need to work on my organic modeling skills
- The night image is too bright imo, misses focus on the building. I would push exposure down in CR.
The raw render is actually a bit darker. Will try to bring it down a bit.
One thing that is bothering me is that I have great contrast here on my calibrated monitors. But when I look at the images on different monitors or smartphones, they lack it. And when I print them they are almost washed out. Are they lacking contrast with you guys too?