Waterwall lobby.....WIP

hey all,

here’s a WIP for a 2 story waterwall made of a greenish glass w/ water gliding down in a lobby area…below there is a small cafe…

the main lighting was intended to emphasize the water wall…

comments and crits are welcome :smile:

thanks in advance,

paul.

nice render Paul. do you do your rpc stuff in photoshop ?

looking good paul but the water is too perfect

is that glass with water running down it?

natty:
yeah, I did my RPC in Pshop for this one…although I usually don’t…just stick them straight in max…

as for the glass… yeah, that’s the idea…water running down on it…I guess it doesn’t come through quite that way, does it??

maybe it needs to be more transparent…?

paul.

no .. i think it looks nice.

we use this company for our glass structure’s http://www.fusionglass.co.uk/

we use this guys…
http://www.harmonicenvironments.com/index.htm

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…

paul.

were the rendertime high for that glass ?

hehehe…speaking of rendertimes… :stuck_out_tongue:

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…

paul.

Rendering can be sooo painfull somtime’s

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.

hey, thanks Eric.

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…

paul.

Hello, nice job :smile: ,

just the rpc people are too or less lightning (girl and mother)

good journey

Vince

nice..

nice..
water is good..real…

thanks guys…

I think it still needs a few teaks in lighting and people integration and lighting…but it’s getting there :smile:

paul.

cocolas,

I think the water coming down the glass looks great. How did you create the material?

The diffused light coming from the backside of the furrdown is awesome. The glass setting is quite nice too.

For the light pendant. Is the lens material simply an output in the diffuse channel?

The volumetric light comes across nice, not to much, not to little.

Are your recessed can lighting down in post or straight in Max?

Would you mind sharing a screenshot?

Really looks nice.

Arkitec

yea it looks great cocolas. Would love to see an animation. Until then it looks like water, but it kinda doesn’t if you know what I mean.

percy

@Arkitec:

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 :smile:

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:

paul.