Here is one view from my last project…
This was a job for an architect for a new hospital. The foreground tree is a bit off, but the client and architect were very happy with the finished images.
LWF, LeLe’s .255 method, vraysun/sky and VRPC
(second image has small diffuse glow)
Rendered originally at 2k pixels in about 2.5 hours
Grass is 2D VRay displacement.
The second one has a tiny amount of glow, specifically on the building, not site elements…hardly noticable, I guess…
I played around with zdepth and fake dof on the forground tree and it helped, but had to be so blurry was too distracting… Maybe i should put a 2d bitmap over it?
I did a couple DOF with the phys cam with very nice results, but unfortunately, I have clunky old machine and the due date was getting too close for the added render time so I just used a zdepth pass and did fake dof in post. Also, because of time limitations combined with an older machine, I chose to switch to IRmap instead of QMC/LC. The QMC/LC was coming out great, too… Those dual cores are getting very tempting :shock:
RE: Grass…well, it was tons of trial and error, mostly error with different diffuse/displace maps and different settings in the vraydisplacement mod. I can’t recall exactly, but I think i ended up using 5 inches, 2D type. Turning the filtering off didn’t seem to have much effect. On a side note; I feel like I always have to re-invent my grass for every scene!?
Exactly…and I always work in the same units measure, too…
maybe it’s the new version of vray…I mostly notice it when I merge grass in from an old scene that once looked great. Then I try to use it in the new one and it looks like crap. I think DaForce “said” something about the displacement map values being just right…
Also the underlying geometry plays a bit part as well.
If you had a 2’ x 2’ plan with your displacement on it. In each scene .. then it would be identical in all scenes. The mesh changes the way its displaced alot I *think* Not to mention the UVW mapping.
But yeah a specific DISP map is generally required to get the best results. As a color map doesnt have the range you need to get predictable displacement.
Back on track now. Nice renders!!
Grass looks good.. perhaps a little “fuzzy” but still. Very nice.
And yeah… that tree.. haha
Your curbs are really nice too Althought that close one does seem to have a large gap in it.
Thanks DaForce, the curbs were done with exagerrated gaps, before camera was chosen, so even at a distance, the architects could still see that they were there…I wish I had more time on this one..
Thanks for the comments
Here is an updated version of the first image (just pasted a map over the ugly tree…a little better IMO) The new tree is free one from Archvision, thanks for that tip glorybound!
Nice tree :lol: You are getting that white border around everything. I think that is caused by the color mapping settings. I think you need to un-check what isn’t default.
Thanks glorybound …and what a process to download the free sample, eh?
The white border you mentioned…I only see it around that foreground tree.
It is not present in my .exr from the VFB.
I think it was an issue with my layers in post…
As for color mapping, the only thing checked, is affect background, which I think is default…
Here is the image from the VFB, only change was going from exr to jpg. No white border is there…
Da_elf: The leaves are not texture mapped, just a diffuse color with some small amount of reflectivity/gloss. I wish I had used a texture map, now, and I will try out your method of extending the green. thanks I think it got the border in photoslop hastiness during selection…