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 Post subject: multi residential
PostPosted: Wed Apr 18, 2012 7:50 am 

Joined: Thu Jan 06, 2005 11:42 am
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 Post subject: Re: multi residential
PostPosted: Wed Apr 18, 2012 5:20 pm 
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Joined: Sat Feb 24, 2007 11:50 pm
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Location: Tulsa, Oklahoma
I would take the cars out. They look like toys to me. The building looks good. Maybe a higher resolution sky is needed?

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 Post subject: Re: multi residential
PostPosted: Thu May 17, 2012 2:05 pm 

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 Post subject: Re: multi residential
PostPosted: Thu May 17, 2012 4:48 pm 
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Joined: Wed Jun 07, 2006 6:02 pm
Posts: 465
Location: London
Good images, In the second one the lighting on the trees is odd, but thats really easy to fix... with new trees..

Is this in-house design-development work? In the render, the wood batton material for the fins doesnt look right with the light shining on it, I see the lights are cranked up too far....

The images work nicely in terms of storytelling.

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 Post subject: Re: multi residential
PostPosted: Fri May 18, 2012 3:04 am 

Joined: Thu Jan 06, 2005 11:42 am
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Thanks for your comments Eric.
These are marketing renders hence the client desire for lighting that 'pops' .....his description , not mine.
The first has more realistic intensity but the second is his 'hero' shot....his description again and a terrible phrase.

Agree on the planting , everything low level is 3d , the larger trees are boards and will most likely change for the final shots.


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 Post subject: Re: multi residential
PostPosted: Fri May 18, 2012 5:45 am 

Joined: Sun Jan 07, 2007 7:23 pm
Posts: 1415
is this lit with one of Guthrie's hdri's? if so, i would try lowering gamma to 1.8 instead of default 2.2
it may help get more global illumination contrast.

emitter illumination looks good, but the global illumination is causing everything to blend in together. i think either lowering your gamma in the render or the hdri itself while boosting the ibl value may help give the building and environment a little more "pop"

edit: i would opt for geometry for trees and vegetation vs. billboard. given the mood you're going for, i would place a small emitter pointing up at base of each tree for added effect. i think these little things would make client happy :)


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 Post subject: Re: multi residential
PostPosted: Fri May 18, 2012 2:40 pm 

Joined: Thu Jan 06, 2005 11:42 am
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Good call on the gamma Tom , at 1.8 the contrast is definitely better.
But damn , two more hunded hour plus renders...... those glass balustrades were a bitch to clear


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 Post subject: Re: multi residential
PostPosted: Sat May 19, 2012 2:06 pm 
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Joined: Wed Jun 07, 2006 6:02 pm
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Location: London
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two more hunded hour plus renders


Put lambert roughness for frosted glass, will clear faster. Surely there is an issue with the scene, do you get very bright pixels at low sl in places.

24hrs sl 18 thats what you should expect for screen-res of this scene on say an I7 chip.

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 Post subject: Re: multi residential
PostPosted: Sat May 19, 2012 4:07 pm 

Joined: Thu Jan 06, 2005 11:42 am
Posts: 464
24 hrs sl 18-19 for screen res is about right.
These are for print so 3500 pix renders are required....probably also boards as well and the latest trend for
display boards up to 12 metres wide will be problematic


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