Romanesque monastery
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Now most modeling is finished (yes, the westwerk is a more modern reconstruction than on the old painting). I'm making lots of textures. Here are some test renders without textures:
I have still problems with photon mapping, there are some light phenomenons. I used global illumination and the maximum number of photons, but it is still there.
![view from the entrance hall ("paradise") into the main nave, only normal raytracing](/uploads/imported_attachments/iEcc_render9b.jpg "view from the entrance hall ("paradise") into the main nave, only normal raytracing")
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Great images - please, post more.
About the light leaks... I don't know what may cause them but I really hope someone on the Kerky forums will be able to find the solution. Some really great renders could be made from this fine model - either textured or "just" in this clay mode.
Can the problem be that it is actually not textured and your default colour is too light (almost or totally white)? That gives hard times to a lot of rendering apps.
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What a render Aerillius ! I'm fond of the nave and Intersection ones! Light rays amplify the "Collectedness" often found in old church or forests.
More pictures please.
MALAISE
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BTW that "intersection" is called "crossing" in English (but of course this doesn't matter the slightest in this case).
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The best way to resolve your lighting issues in the interior shots is to use Metropolis Light Transport rather than PM+FG. Though to achieve the "light rays" you'll need to turn on bi-directional path tracing.
For the exterior shots I'd use Path Tracing (Progressive), but I'd be sure to set the supersampling to at least 2x2, and definately 3x3 if render time isn't an issue.
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Texturing is now complete. For these renders, I have not yet used bump maps and procedurals.
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Looking nice so far (oh, no - great)
Bumps and some subtle reflections/shininess here and there will definitely put it onto a next level.
Try to create a bit of environment for it (some terrain, grass, roads/paths, trees) and it will rock!
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These are really cool models, Aerilius!
About naming strategy - why not organise them into appropriate folder? Like Romanesque > Windows/Doors/Columns etc...(Especially now, with the back button back in the component browser, it's not too much effort to navigate between the folders)
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I've still been working on it, but I think I can start rendering today (with now bump maps, shininess, layerd materials etc)
By the way, I just found a way to make it look more real, "real 3d"
http://forums.sketchucation.com/viewtopic.php?f=179&t=22754&p=192152#p192152 -
Anyway, looking forward to seeing it. I had a look at the screenshots in your other topic and they indeed look promising!
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Kerkythea is busy. But in the meantime I can post an image from some days ago:
The monastery had a well (quite deep - 84m through the rock). I found a reconstruction drawing from 1852 for the bucket elevator (there are also other proposals like a wooden crane). I used the "aged materials pack" (was very difficult to adjust for the size of this model).
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I added the surrounding buildings, the cloister, the refectory and the sacristy.
Unfortunately all in gothic architecture and not romanesque, so it took longer than I wanted. For that the effort was worth it, I uploaded some components to 3d-warehouse.I hope they will be useful to someone.
I have already 120 components, already very confusing. I should optimize my naming strategy.
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Ehm...
Is that first image a reconstruction and render of the well?
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I've tried some more renders, as spherical panoramas. I think they allow a much more realistic experience to the viewer than an animation (coming soon), because I don't have to care about render time and can use much better settings and light effects.
See here: http://forums.sketchucation.com/viewtopic.php?f=81&t=23796 -
I posted some final renders in the gallery.
In October, I have also rendered some thousand images, but I'm afraid I will not have enough time to finish the animation in the last days of vacations.
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