Architecture render.help with lights and wall material

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jodelap
Licensed Customer
Posts: 13
Joined: Sat Jun 02, 2012 12:00 pm

Hi, i´m quite new with octane render and this is one my firsts renders. I´m rendering a project that I´m developing right now. I ould like to improve it because I think is very poor right now. All the hdri maps I use give it the same homogeneus aspect that sucks. There is no shadows traced, looks artificial. There is not a way to mix daylyght and Hdri enviroment maps?? the othes thing is the wall. I tried to give some bump noise to the white wall so it could look like a real white morter wall but actually is not working very well. Also the glasses that I took from the DB gallery are not giving any realistic atmosphere. Could some of you give me some tips. Or some likns to tutorials that could help me.

Thanks!
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jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Hi jodelap, I'm not a pro renderer but will give you some tips I would use it it was my project, I hope it helps you to start:

- when you have to do exterior architecture images it's very important to model a good environment for the building
Otherwise our architecture always look like its placed in a strange flat planet... :)
Sometimes I don't have the time to model a 3d environment and I use photoshop to Place the building in a location.
I also think that when you look your building from far away it's more difficult to have realistic result ( because of the many objects yo have to model for the environment) try doing an image closer to the building and put more details to it.

- when doing a exterior image try to use a Hdri map that fits the location and scale of the camera
Point of view... The one you are using has some kind of a wall in the background that not correspond with the point of view... Use a day or afternoon Hdri image of a field with some mountains to start with.
Try to use a Hdri with a good resolution so you can have good reflections at he windows

- I have tested when you render a building from far away the texture of the mortar walls
Is not very visible... Try to get a good illumination first and then work with the texture

- work a bit more with the details of the building: windows, doors, floor where it's placed at , sidewalks, etc (sorry I don't know the name of other architectural details in English)

-use Pathtracing kernel for final image

-what you say about the shadows is true, I would also like octane to mix
Hdri with sun light for better shadows and illumination. Maybe soon :)
I have read somewhere that you can mix a direct light and a path tracing
Rendering in photoshop to have both effects.

Hope it helps, do some changes and post the new image to see
Good luck

Jp
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
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acc24ex
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Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
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use the sun and then post edit environment.. the sun and hdri do not work at the same time yet..
and choosing a right HDRI is a bit of work - I still didn't figure that one really good, some just work great, and some are totally useless
decrease the scaling of the noise bumps until it looks satisfactory, big enough to notice it (it seems to be the issue with a lot of renderers anyway)

try changing tonemapping settings
and just work every button and then do it again :)

you do not have a lot of stuff there, not sure what else to recommend
I dont know - a tree here or there? Infrastructure..
are you trying to achieve a realistic or a model house look
basically you have a few boxes there and you want to make them interesting..

night shot, with light emmiter assigned to glass?
smooth some edges there..
add dirt, or make it glossy and add dirt or noise to the reflectivity or roughness
also make the glass reflective or mirror like, and add slight noise with a large scale to bump it a bit - you now windows are also never perfectly flat
jodelap
Licensed Customer
Posts: 13
Joined: Sat Jun 02, 2012 12:00 pm

Hi,
Thanks for the tips. Are very helpfull right now. My idea is to render in octane and then introduce in a real site picture in photoshop. Is true that when you see the things from close perspectives all becomes more realistic. But when you render from far it looks like a 90´s render shit. I guess as you two say is related to the lack of details which are usefull to give complexity to the scene. There is something wierd in octane and are the units of the maps. When I scale the noise map for the wall bumos the smaller number, the bigger map. This is strange, I mean in 3dmax you give the exactly size in meters and that´s it. Do you know what that this numbers mean? actually is also strange that the map is scuare but to have it not deformed in the render I have to give it float2: x:40 y:10 instead of x:40 y:40. Why is this happening?

Thank very much!
jp_vas
Licensed Customer
Posts: 60
Joined: Sun Oct 09, 2011 3:18 pm

Hi, check that "real-world map size" option in the material you are using
And in the UVW map modifier is NOT active activated.
I have problems with that... I would like obj exporter to export maps correctly.
System: Windows 7 64 | GPU: GTX 580 1.5Gb | CPU: Intel Core i7 2.8 Ghz | RAM: 4GB
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