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Vertical garden

Posted: Thu Nov 21, 2013 12:05 am
by acc24ex
- the wall is 22m in length - the maximum octane can provide is 8000 pixel wide which I discovered now - I rendered previews across two monitors :)
- this was probably a first serious job with vegetation, I think I could have done better if I had more time, render times were around 15-20 min with DL/AO with 2800x1800 res, this was lowered cause files are big, and used 4 GPUs (broke of a fan blade on a GTX 590 accidentaly while in the process - dismantled and glued it back on, incredible easy to break, I keep on switching graphic cards between computers)..
- not sure now if it shows but this was intensive 2-3 days worth of work, a day for rendering..
A (0).jpg
A (2).jpg
A (5).jpg
detail.jpg
A (1).jpg

Re: Vertical garden

Posted: Sat Nov 23, 2013 6:56 pm
by igen
nice wall, some leaf position I think not right it must be look fallen (gravity effect)

Re: Vertical garden

Posted: Sun Nov 24, 2013 12:52 am
by ivankio
Indeed the ferns and most other plants seem upside down. I would also add some specularity to them and use a lower gamma for the camera (or maybe check materials for linearity, since the tables are already dark). Something in the lines of:
http://exlevel.com/gallery/#prettyPhoto[gallery1]/4/

Also, is it Direct Light? Shadow is very unsaturated but I can't tell if it's AO or gamma. Scene screams for path tracing. Nice design though. Hope the client buys it. Are you the designer? I wonder what would be a proposal for that white wall. Graffiti? Stucco?

Re: Vertical garden

Posted: Sun Nov 24, 2013 4:48 am
by acc24ex
yes, the gravity is missing.. it was an effort just to find the right plants, texture and modify and to scatter them properly onto designated areas - not sure how to simulate gravity other than use a bend tool or something similar..
- thanks for the references and the evaluation, I'm trying to refine my stuff right now..

- need to work on specularity and gamma, and some leafs are missing textures.. it's a lot of work to give it that final touch :), the file is a bit huge now.. and my linear workflow needs more gamma correction I guess..
- the pathtracing is destroying render times, 5+ hours, I'm digging into those now, DL was around 15-20 min

- the design was by two landscape architects, and I told them to propose graffiti if nothing else goes through - seems though the proposal went through, so we'll see how far it reaches.. I need to polish up those renders now..

Re: Vertical garden

Posted: Sun Nov 24, 2013 4:04 pm
by ivankio
Did you try to use path tracing with max depth of just 2 or 3? It can be nearly as fast as Direct Light (even faster than it with diffuse GI), and you'll get some nice color bleeding.

Re: Vertical garden

Posted: Sun Nov 24, 2013 4:59 pm
by acc24ex
.. I'm trying everything here :) - I know there is a problem with the windows and glass if I go below 4, they go totally black - I should probably fake the windows then I guess, I'll try your suggestion as well

Re: Vertical garden

Posted: Mon Nov 25, 2013 8:13 am
by acc24ex
ok tested with everything again, actually wouldn't you beleive it, PMC with depth of 2 gives the fastest response, and is very easy on the system..
anyway got stuck modelling lights so I end up with this -
playground2.jpg
node.JPG
- have to put that one onto the live database after the 1.5 update

- the material is dirt texture, inverted combined into distribution and texture node of the emitter, I'll have to remember how to do that one again
- this is sort of a lampshade material that I've been trying to achieve before.. OK.. now back to the vegetables