we gonna cotract them to build them…originally that water wall was supposed to be one big two story tall single sheet of green glass w/ water running on it…but they said that beyond 10 feet of height the price goes up by a large amount since it would have to be completly custom forged glass…this way there are two on top of each other but we’re trying to make it still look continous…
as for the water material in 3d…it’s not quite there yet…I might still need to use the smuge tool in PS to give it that “running down” water feel to it…
this is the one I set to test your fast settings on…it cut down the GI calc by half but once I added the glass/water mat and stainelss…it went through the roof…from 14 mins to 1:20 hour/mins…that was just for test rendring w/out any AA and about 500 wide…
so I had to cheat and uncheck the “ratrace reflections” in the stainless on the front vertical bar as well as the top eye-brow…plus when I had that glossy I was getting black sploches all over that metal…too many reflections maybe??..
plus I was having problems w/ filtering of the maps on the floor tile…they jut would’t show up so I had to put AA for the 1500 wide to
simple-two level at 2/5 and lower the AA treshhold to 0.03 (deafault was 0.1) so that bumped up rendering times as well…
Looks great, something about the glass and second floor room that I really like. I do think that the woman and girl on the left would look more natural if the were mirrored, right now it looks like a lot of light coming off that wall.
the glass on the second floor has a fresnel fall off in the reflect. channell and I slightly blurred the reflections…0.98 instead of 1.00…I think that helps…
as for the woman and girl mirrored…I see what you mean…since the girl is brighter it would make sense to have her by that wall…
I also need to ground them better by painting more shadows under them…
thanks. The water mat is a simple vray mat with a bump map texture of a face on picture set to gray scale and used as a bump (see below)…then in Pshop I used the smudge tool to give it a slight vertical direction…plus more contrast and green tint…
the glow of the light pendant and can lights is done in PS but the geometry you see is in max, while the volume light was rendered as a separate pass with the scanline and comped in PS…Haven’t had much luck with that volume light in vray, even though generaly volumetrics work in vray.
here’s a wire of it: as you can see most of the lights are where they need to be in real life…the only differences are a large soft area light at the skylight above for diffuse lighting…while the shadows are cast from a spot outside acting as a sun. There is also an omni set to specular only in the middle of the space, for highlights on the metal and other mats.
@percy:
yeah, I know what you mean about the water…it’s “almost” there…but not quite..hehe
here’s a pic of a face-on water fall that the manufacturer has built and I was using as a loose reference…this one is way too blue in color but it’s the bump map I used to get that water going since it’s what I’d like to achieve: