Architecture

Started by Seghier, November 20, 2012, 08:21:00 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Seghier

Thanks to Josh for sharing vr :
http://keyshot.com/vr/Seghier/hom3_VR.1021/hom3_VR.1021.html
http://keyshot.com/vr/Seghier/Home/Home.html
http://keyshot.com/vr/Seghier/lustre_VR.10/lustre_VR.10.html
for the luster i i use the best setting for rendering but the result not good
this is architectural presentation ; i don't make all my ideas because the laptop can't render big projects
i use plan with redial opacity ; and dome with sky texture and emissive material + hdr
the photos

PhilippeV8

#1
Here's what's wrong with this ...

The scale of your brick texture.  Say a brick with 1 joint has a height of 8cm, then your door is 88cm heigh ... 3 feet (if you like inches better).  So reduce the scale by half should be better.

The first shot could use more life ... maybe add something in the center of the deck.  A kid with some toys, I don't know.  Also the pool looks like it's got no water in it, init.  That could also add more to this shot.
The wood could use more variation .. I know it's a distant shot and you won't see the grains in the wood, but still, they look quite uniform.


Other than that, nice architecture and are you willing to share those plants/trees ? Cuz damn, they look good !

fario

very nice, this approach.

I am glad to see architectural renderings.

Seghier

Hello Phillipe ; who say the brick has a height of 8 cm ? you think is exist one type of brick in the world ?
for what you say about adding something in the center of the deck ; i can't add anything because i use laptop and this project i make it two times because keyshot can't open the first ; i don't know why ; and you know the laptop very slow to render many images
my fisrt work is design with more details but always take many time to render one image
for the water sometimes in reality the water appears like glass and sometimes like milk ; the effect of the camera
i can draw more details than the render and always in architecture visualisation they make project than add what you say with photoshop to save time ; in keyshot vr we can't use photoshop
you find plants here http://www.flyingarchitecture.com/
and free trees included in speedtree modeler
---------
Thank you Antoine

PhilippeV8

Ok, even tho I know this is a pointless discussion ..
I count 11 bricks for the height of your door.  Standards say a door is 2060mm, which makes your brick 187mm with the joint .. say 1cm joint, leaves you with an 180mm heigh brick.  I know for sure you can find those, but mostly for interior walls and quick construction.  Not for outside walls.
Either way, if you like them like that, that's fine ;)  For me personaly, it messes with the overal dimension/scale impression I get from the render.  If it is intended to look like a small sized model, then it's OK i guess.

Seghier

#5
Thanks Philippe ; each country have its Building Materials and style ( in France they use brick with height of 5,5 cm) ; we don't use brick 8 cm in my country ; its rare to find it here
what you think or what i think or what anyone think in the world .... this is relativity
i know that the render not real and i never like my works and always i try to make better but :( time, tools ) always Going  the designer in the way he do not want (sorry for my english )

fario

I noticed that Keyshot preview is very slow when the scene st indoors.

And there is a strong grain in the preview.
But I think this will change in the V.4

Seghier

you are right Antoine ; i try to render interior scene but a lot of grain after long time of rendering

DriesV

#8
Yes, grain in plastic and paint materials on (complex) internal surfaces is something that I notice in my own renderings too.

Take for instance the last image in one of my threads:
http://keyshot.com/forum/index.php/topic,4754.msg20212.html#msg20212

Getting rid of the grain on the internal surfaces of the radiator (dark grey shaded white paint) takes much longer than on the external surfaces (those last ones are directly exposed to the environment sphere, there is no geometry preventing light from directly hitting the external surfaces).
This 'issue' does seem to be most prevalent with the plastic and paint material types.

Can this be confirmed/countered by KeyShot staff? What is going on exactly?

greetings,
Dries

PhilippeV8

I suppose it takes longer for indirect light to hit the serfaces that are not directly exposed to the HDRI.