WIP - Downtown Building
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All right Frederik... I do need some help! Do you convert mesh to IES lights or do you use the pointlight or spotlights for them! I have the material pack with the IES lights but I wasn't exactly sure how to use them! I'm sure you could lead me in the right direction... Thanks man!
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@unknownuser said:
Do you convert mesh to IES lights or do you use the pointlight or spotlights for them!
Spot-lights...
@unknownuser said:
I have the material pack with the IES lights but I wasn't exactly sure how to use them! I'm sure you could lead me in the right direction... Thanks man!
My pleasure, David...
The easiest way - perhaps - will be to follow the steps in the Converting spot to IES lights thread at the KT Forum...
The steps may sound a little tricky, but once you've converted a couple, I'm sure you'll agree that it's not that complicated...
(But we are looking for an improvement/easier way to do this... )If you get stuck, just send me a PM and I will be happy to help you further...
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only just found the TDK image. nice one - I think I like the overall mood of this image more
oh yes, IES lighting... tried it once with indigo. looks great. but was too lazy to investigate further.
but I am looking forward to see your new night-render with IES
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Thanks guys... I will be doing this rendering for a board... so I will make an attempt to do these IES lights! I also have to do some interior shots so I would think that these would help a lot! Stay tuned...
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it's like rendering with piranesi, but that's good technique
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Small update on this project...
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Very nice.
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Amazing Images.
I think is showing a live building...
(nothing against the empty people renders... witch are cool for other porpouses)The only thing that seams a little bit strange for me is the angle in the perspective...
it looks like the building is suffering some wind forces.. haha
For me, something more close to a 2 point perspective looks more real..Anyway, good stuff!
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Thanks, it was mentioned to me earlier but I forgot to change it. This project isn't going to go away anytime soon so I am going to fix it in future renderings.
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