I’m busy with shop interior and thought I’d post a pic of the progress so far. I’m just trying to get the ligthing correct before I do anything else.
Any comments on improving the ligthing?
Gamma 2.2
Reinhard burn 0.5
white override mat (vraycolor 255,255,255 multiplier 0.75)
Excluded glass from override
vrayphyscam ISO 600
mostly vraylights with units=radiant power (W) 15W
Glass mat = default settings except
div=black (0,0,0)
reflect = (100,100,100)
fresnel reflect ticked
refract = white (255,255,255)
Again any tips for the glass and/or for the ligthing would be appreciated.
Materials are the most important part of an image, the lighting looks bare but if you balance the shaders right it could look good. It could also look awful, who knows at this point.
well its gettting there slowly but not there just yet. Being lwf and all, it comes out kinda grayish and undersaturated.
What layer mode would you use in photoshop and what more can I do in max to make it warmer and more “inviting”? Any more tips?
This render has come a long way, You can do anything and everything in post, i would say a slight “s” curves will give the image more punch. As will bringing the extents of the levels in. Also i would say the reds need to be desaturated a little.
IMO i think there is more detail to be added in the model yet, I think the light recess for the spotlights is too dark, the blackness of that area draws the eye the wrong way.
The timber counter behind the glass displays looks empty and a bit boxy! Some more detail in this might help, (i don’t know how client driven this design is though)
Also one final thing that i always find helps is rendering an Ambient Occlusion pass and adding it in PS.
photoshop…learn it, love it. You would laugh at what alot of my renders look like straight out of the render buffer. When my passes are finished, is when the work has just begun.
Works fine for me in SP3 in Max 9-64 so it might be a 2009 thing. I’ve modified Marc’s script a little and added a few features but nothing that should make it work/not work.