Side Entrance
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Great work. The driveway texture is bothering me however.
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Beautiful, Adam. I'm curious how you did the radial brick edging.
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Adam, great job! I would suggest adding "depth" to the plant areas. Meaning they would be level with the brick. If it look "bumpy" that would be awesome.
Sorry, I seem to be at a loss for technical terms this morning.
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PS.. I'm also a fan of 2D perspective. When the rendering gets cropped close to what I know should be a vertical line, it bugs me.
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@tinanne said:
PS.. I'm also a fan of 2D perspective. When the rendering gets cropped close to what I know should be a vertical line, it bugs me.
Please share exactly what you mean. I definitely value your opinion.
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I think Tina means a 2 point perspective.
Your third image above, the edge of the house on the left is not parallel with the frame of the picture.
However it does not bother me as much as it does Tina -
Thanks everyone!
I didn't design this space, I only got paid to do the viz work for another contractor who had a homeowner who had a hard time visualizing what his 2D drawing would look like once it was built. I only had a total of 9 billable hours to spend on the project.
Boo, I agree, the driveway bothers me too. I tried to add a specular reflection map, but the scale was too small and it ended up looking really speckled.
Daniel - Here's a tutorial I made a while back on how to add the soldier brick. http://vimeo.com/2442510 (Sorry about the amount of icons as they got scrunched up when I made the tut) I basically followed the same method, then I used the extrude lines plugin to pull the lines out a 1/4" to represent the mortar and so that it would be renderable.
Tina - thanks! Good suggestion about the mulch. I used the Soap skin bubble tool to mound the beds a little, so using the Smoove tool to add some additional character wouldn't be too hard.
One thing new I tried with this render was to render out 5 different passes with Vray, then composition them back together in photoshop. I did this saving them as .EXR files to maintain the floating 32 bit color data and so a gamma correction would be automatically applied. In the Vray frame buffer, the way the image looked with the sRGB button pressed, was the same image that came out in the .exr. This won't happen if you save as a .jpg as there is not automatic gamma correction. It seemed to work out really well, as the added color depth gave a lot more control over the exposure of each pass. For instance, I could turn up the exposure on the GI pass without burning out the light areas. I was also able to control the amount of specular highlights and add a blur to just the specular pass to create specular bloom without effecting the overall image in a negative way. Once I got the image comp'd back together, I saved it and changed the mode back to 8-bit mode. This wasn't the best model to really demonstrate, but I was able to figure out a little better work flow and to keep my renders from being so dark.
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Thanks Boo! LOL, I gave a disclaimer saying my technical dictionary was broken today!
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So, would you suggest I adjust the field of view to keep the vertical lines parallel with the edge of the image? Honestly, it's something I've never even thought about. I will try to do that and see the difference. I was trying to get the FOV close to the perspective in the real images. Is 2 point perspective a standard practice, or more of a personal preference? This is a new thought to me.
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No it's not the FOV. Look at the "Camera" menu, check on 2 Point perpspective. You'll see your view change and you'll probably have to reset up the angle.
Really it just depends on the view I'm working with as to whether or not I use 2-pt, but I do use it a lot. People like Boo, who are way more creative then I, probably don't need it! I seem to notice it the most when an image is cropped close. There are many images I love that are definitely not 2-pt perspective. Now I'm just rambling.....
I really do like the images. They are very clean and represent the design perfectly. Good job.
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Okay, thanks Tina. I've always saw the option in SU but never tried to play with it. I assume a lot of the images you have on your site are 2-point perspective? I have always loved your image and the clean angles you use, so perhaps I have been a fan of this and not known what it was. However, I am using Vray for my renderings and I'm not sure if it is possible to render a 2 point perspective with the Vray camera. I need to find out.
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It is achievable in VfSU however its not achieved as easily with vray for max. In max you just select the physical cam and go to its properties and hit guess shift. In VfSU you need to edit the lens shift values till the image has the vertical lines completely upright just as the human eye perceives physical geometry.
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