My hypershot interiors
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@majid said:
verrry nice ,mate
I've tried the hypershot , but wasn't able to get interior scene...how can i do this? how can I adjust interior camera? does it support su scenes? or there is something that i've missed?you can adjust the field of view, location of the hypershot camera.. its like an SU camera. it doesnot support SU scenes. take note of the center of the rotation of your camera and also use the type in box (camera) for your field of view.
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@michaliszissiou said:
Perfection
hypershot?i think you will agree with me here mike.. as an artist we love pushing the limits of softwares especially when they are branded.. they cant do this they cant do that. and happiness always comes after discoveries.
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thank you... now I must give it a try.... but I haven't seen any light also, does it support emitter materials?
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@majid said:
thank you... now I must give it a try.... but I haven't seen any light also, does it support emitter materials?
no light just emitter. there is a tutorial in bunkspeed how to do that material which you will apply to an object.
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@unknownuser said:
@unknownuser said:
you need to punch some holes from the walls behind the camera
Tricky
but effective.
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adding overlayer light yellow to the rendered image in PS.
-in PS a light yelow fill with overlay as blending mode
then add a mask to remove some areas were i dont want the effect. this te same technique i used in the third interior. -
I love this window nomer. So perfect and so peaceful.
About textures, it looks like a UV mapping. What app have you used? -
@michaliszissiou said:
I love this window nomer. So perfect and so peaceful.
About textures, it looks like a UV mapping. What app have you used?michalis.. hypershot including uv mapping. hypershot has uv mapping but i think the cylindrical and spherical are still in beta stage. but it detect first the uv mapping from other modelling apps like su or others if you are rea ttaching the texture you use with SU or other application.
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just dof from hypershot again.. love it.
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Yes, it's beautyful.....and very easy to do, as far as I remember.
I just don't get it....WAY WAY all the apps has to be brilliant just a half....I love vray, but I love mental ray materials as well....I love hypershot for product rendering, and I love rhino for his curves, and sketchup for being so easy to use....I love modo because it fitting like a glove for a real modeler...
Ooh...well -
@stefanq said:
Yes, it's beautyful.....and very easy to do, as far as I remember.
I just don't get it....WAY WAY all the apps has to be brilliant just a half....I love vray, but I love mental ray materials as well....I love hypershot for product rendering, and I love rhino for his curves, and sketchup for being so easy to use....I love modo because it fitting like a glove for a real modeler...
Ooh...well
hahhaa that was nice... me i will push this hypershot in interior. i think i begin to understand things which i dont before. hope i could write a tutorial that focus with interior... -
trying to explore emissive lighting for night time render.
this one i decided to use photshop
here is the original hypershot output. but without shoting much of the ambient box.
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it seems that using only emissive lighting is not really advisable for hypershot. i was rendering last night just 800px width its ok but too grainy. the graininess definitely could just be corrected using alot of samples and bounces. in the end you will end up long rendering time. which i definitelty hate. i guess the best really is to use the combo of the hdri lighting as environment to become the ambient light and simulate the light using emmissive lighting, later Ps can still play an important role. having a seperate point light really would be a much better solution.
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interior lightied by only emissive lighting no photoshop.
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Here is a small tuotirial how to create an emissive material in hypershot using photoshop
emissive material is done using hdr material and here is how to do this is photoshop.
- create new image 512x512 pixel.. any pixel will do
- convert it into 32 bit/channels (image/mode)
- double click the white color on the color picker, then an intensity color picker will appear..
- select the color picker and adjust the luminance. (the higer the luminance the stronger the emissive light)
- editr/fill or just hit F5, then apply the color that you have chosen.
- save as radiance (hdr)
note: . if you chose with color, the light effect will be the color of that radiance map
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another depth of field using camera fstop of 1.4
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Hey Nomer...great stuff as always. Curious, are you using the render button for these, or letting the realtime preview run and using the screenshot? Thanks for the tips about HDRI for emmissive materials...always wondered why mine would never cast light. I have an interior scene I am building for practice....you make me want to try it in Hypershot!!
I also have a question about the new "MAP" button at the bottom of the material window. Are those all bump map settings, or does the UV stuff control all textures? Also, if you choose "normal map mode", which height adjustments to you use....the one in the "MAP" rollout window, or the one in the main material window? The new features are a little confusing. Can't wait to see what they do in the new 2.0.
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@earthmover said:
Hey Nomer...great stuff as always. Curious, are you using the render button for these, or letting the realtime preview run and using the screenshot? Thanks for the tips about HDRI for emmissive materials...always wondered why mine would never cast light. I have an interior scene I am building for practice....you make me want to try it in Hypershot!!
I also have a question about the new "MAP" button at the bottom of the material window. Are those all bump map settings, or does the UV stuff control all textures? Also, if you choose "normal map mode", which height adjustments to you use....the one in the "MAP" rollout window, or the one in the main material window? The new features are a little confusing. Can't wait to see what they do in the new 2.0.
hi buddy! first of all if you want a much effective interior openings are really necessary e.g. to the roof and to the walls. as we know hypershot relies heavily on the hdri environment. as i have said this is the common approach also i do for podium. its faster in rendering and also it adds ambient lighting. so preparing the model in sketchup and going back and forth is necessary. as you know architectural interior is still difficult with hypesrshot but i think from 1.8, the shadow and also the use of emissive lighting has improved tremendously. but the greatest improvement is the texturing. honestly texturing is my favorite and IMHO better than vray, whilst i am sticking for the meantime with this soft.
as for your queries:
i am using the render button. no screenshots.-
for general material that map button is for map, and you can adjust everything using the bump height. reverse bump can be corrected using negative values. i wont advise that. i have used two bumps for my carpet
on for normal one another usign that MAP below.. man it took long time to render. i wont do it again... -
I definitely like the plastic material... it has MAP for both bump and diffuse. most of my materials (wood, leather etc) are using just plastic.. i guess i will jsut be using this material over and over.
if you use normal map.. it works the same as black and white bump, adjust the bump using the height option..
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last image for this interior...again pure hypershot output with only the watermark and frame added in photoshop.
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