after the last comments really helped me improving my images here is my new project:


c&c please!
i know i need to improve the asphalt! any tips?
regards
S.Wolf
after the last comments really helped me improving my images here is my new project:


c&c please!
i know i need to improve the asphalt! any tips?
regards
S.Wolf
very Nice!
the asphalt doesnt bother me. the only critic I have is the tree which pops in in the upper right corner. its a bit too saturatet and looks a bit strange.
great material on the wall, made with displacement?
I think the shadows from the roof come down almost exactly where tha facade touches ground. maybe the direct light could just be raised just a little bit more.
good work.
thx!
yes the aluminium is amde with a brick map for difusse and the gaps.
displament for the “waves” and glossy reflection.
is a single plane with 2D displacement and 2 map channels for the maps
Regards
S.Wolf
Great images (along with your post last week) - it’s good to see more exteriors on the forum recently!
I’ve had mixed success with exterior set-ups, so would be interested to hear a little about your set-up. What values are you using for your environment and direct light; are you using hsv exp colour mapping; is it IRR 1st bounce and Lightcache 2nd? 1.46.15 I assume?
Many thanks in advance.
set up i very very basic.
irr map+dc in 1.09.03 first 1.0 second 0,5
color map 1.3 blueish color
sun slight yellow with multiplier 4.0.
this setup is taken from ale and midified.
most of the images are too dark after rendering and need to be tweaked in PS. i always split up the background in PS an ajust the brightness aso.
some glow and grain is added as well.
regards
S.Wolf
Wonderful works! The spacial distance, which is important for creating atmosphere, has been successfully rendered and emphasized.
I have same opionion with vekktah’s about the tree and the shadows. The tree on the upper right has wrong lighting on it.
excellent work for me. The asphalt is good
Great job, congrats
Vince
Stephan,
Thanks for the set-up info. Sounds very similar to what I use, which is also based on ale’s settings. Good to hear you’re also still using 1.09.03 like myself - I don’t think there are many of us left out there!
I’ll keep working on the settings, as my exteriors always lack depth and contrast.
Keep up the good work.
Very Good Stephan,
I like the asphalt but sometimes a photo and some ps tweaking works well. I see the same cars as your previos post and they look very good, can I ask what you used for the cars,
thanks,
TOm
Impressive work! You got the aluminium just right :shock: Clean and flawless render too, I guess it’s Quasi-Monte Carlo all the way¿
excellent render. I agree the corrugated alum looks fantastic.
great work - I do like the corrugate also.
Perhaps you could blur the tree a little so that it is softer in the image - It also looks as though it is being lit from the wrong side. The guy in the ligter suit also bothers me a bit - he looks very stiff
Great images,
2 things, the grass needs to have some more length and the wall material looks funny with the slightly different colouring. Turn the fade variance down on your tile and that will fix it up ![]()
Keep up the great work
cars are from lowpolygon 3D.
maybe its better just to remove the tree..
thx all of you!
regards
S.Wolf
the corrugated siding is fantastic…wish I had it as a mat ![]()
its a really easy map:
one diffuse map for the gaps and the color variation (brick)
one displacement map for vraydisplace
a grey for reflection and some glossy refl values.
the problem is in the detail of mapping
similar to displacing roof tiles.
regards
S.Wolf
Really nice render :!:
--Jon
nice work. the corrugated aluminium does look really good.
but you should put some moulding pieces on those corners to stop people getting shredded by the edges of the corrugated sheeting. ;
I agree it does need the corner pieces. If your using displacement wouldnt it be difficult to get it to look right or is it just trial and error?
ps where did you find the bitmap that you used for displacement?
diplacement map is a gradient put in bump slot to control in viewport
i think about the egdes for the next project!
regards
S.Wolf