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Exterior - House in a Forest *concept
Posted: Sat Dec 01, 2012 10:49 pm
by justix
Hi again.
Here a project that I'm working on to kill the time, and get better results on exteriors renders.
Not properly over yet, more to come, comments suggestions and dislikes are welcome!!
Render has been done in DL | GI Ambient Occlusion | original 2040*1280 | MaxSamples 400 | aodist 16 | Diffusedepth 4 | SpecularDepth 4 | Diffusedepth 4
Re: Exterior - House in a Forest *concept
Posted: Sun Dec 02, 2012 8:27 pm
by paoloverona
Hi Justix,
I think that it's a good starting point, my favorite image is the third one.
I have some questions:
- did you try other values (highers) or just 4 in all settings of DL+AO?
- did you try other render kernels?, as for I know for exterior even PT works good (someone correct me if I'm wrong).
- did you gave to the glass material some sort of transparency?
Keep working on this project, it will become really good just only enable the interior to be more visible
Cheers, paolo
Re: Exterior - House in a Forest *concept
Posted: Sun Dec 02, 2012 10:00 pm
by justix
paoloverona wrote:Hi Justix,
I think that it's a good starting point, my favorite image is the third one.
I have some questions:
- did you try other values (highers) or just 4 in all settings of DL+AO?
- did you try other render kernels?, as for I know for exterior even PT works good (someone correct me if I'm wrong).
- did you gave to the glass material some sort of transparency?
Keep working on this project, it will become really good just only enable the interior to be more visible
Cheers, paolo
Ciao Paolo.
Thank for your comment
The aim of this project is to achieve the best possible image using DL knowing it's limits and so I started testing few values.
I wanted to use GI Diffuse but I could use PT instead as thetime seems approx the same.
I will eventually use PT later but for now is the quality vs speed I'm after and DL seems the only choice available.
Yes the glass has 0,7 opacity value as the only source of light for the dining room are the big front windows and no emission of sort has been set for the daylight render inside the room. and this is something that I'm also checking, as the main windows are 10mm thick and used an IOR of 1.5 (usually Architectural Glass is..) Odd enough the glass is more 'transparent' in DL than in PT or PMC (were I set Maxdepth of 8 to 16 to get trasparency back in order, default value make the glass almost black) but again, in DL I can see the entire room (with default values) and I had to rise the AO to 16 and I don't remember actually why, is the balance between aodist e specular depth that makes the glass more or less 'realistic' with DL IMHO but I could be wrong, but none of this apply to PT or PMC apart from the max depth value, and this is why I'm looking for a kind of balance, looking at the PT results the glass is definitely more darker and the room is only visible in his quarter and being the most realistic kernel I should take it for granted that is or should be IT..so I'm trying to close it using DL.
Hope is not too confusing..
keep coming in..
Thanks Paolo
Re: Exterior - House in a Forest *concept
Posted: Mon Dec 03, 2012 9:20 pm
by paoloverona
I must confess that I didn't understand a good part of what you have wrote

...it's my bad english.
I don't understand if is at default value of AOdistance (3) tha the interior is better visible or at higher value (at lower value the interior should be more visible).
For the windows you could try using a fake glass (glossy material+faloff map in the opacity slot), maybe applying it at plane instead of the thick geometry of the windows.
Re: Exterior - House in a Forest *concept
Posted: Tue Dec 04, 2012 11:34 am
by justix
paoloverona wrote:I must confess that I didn't understand a good part of what you have wrote

...it's my bad english.
I don't understand if is at default value of AOdistance (3) tha the interior is better visible or at higher value (at lower value the interior should be more visible).
For the windows you could try using a fake glass (glossy material+faloff map in the opacity slot), maybe applying it at plane instead of the thick geometry of the windows.
ah ah maybe it is my fault.
What I meant is that at AO value of 3 (default) I obviously have a lighter render and the glass almost full transparent or sort..
If I rise the value of AO dist It dark the render down and so the visibility of everything behind the glass, and in order to get a render that is close to rendering with more realistic kernel such as PT or PMC I checked how the whole scene would look using such kernel with a maxdepth of 8 keeping the glass IOR at 1,20 - 1,50 to visually see how it would be like.
This way I'm trying to match such quality (somehow) adjusting values according to how I think it should look, regarding the glass I never used such trick, I like to keep it real.
although setting opacity to the glass in DL allow me some sunlight getting through the glass...