...some fantasy texture:

@aceshigh said:
in fact I have no idea how to properly model and texture falling shower water. I think the best solution would be to photograph your own shower... on small shutter time and longer shutter time... and then try to model and imitate real life.
I see...actually I wouldn't know how to model falling water myself to be honest... 
Since I don't want to stick to long to the modeling part (setting up the viewpoint and rendering is the fun part for me) I just made some tubes with glass material and bump.
I know it can be done much more realistically by spending hours on it, but then the fun is spoiled for me
....In the end these are quick exercises and I want to keep it playfull.
Some more bump material try outs on the rest of the materials...both Maxwell
(by the way..I can't share the tile texture as it is a commercial one
)


@Boofredlay,
Thanks and yeah, I almost forgot about that arty fountain. One would think that fountain can only be a rendering while there is actually some neat engineering behind the real thing.
@Frederick,
Thanks man.
I must say Maxwell went easy on this one.Simple 'ghost glass' with bump did the trick for the water.
In Vray however, the material was much more difficult to make. As the running water should look a bit 'frosted' I had to experiment using the 'fog color' settings which I didn't succeed. Back to the manual 
Also in SU it was difficult to map the water bitmap to the cilinders (was to lazy to perform the 'project exploded bitmap on half of cilinder' trick
) ....however the internal uv options in Maxwell studio could fix this easily (cubic settings)....while in Vray I could only map it as some kind of stripes (the cubic uv settings somehow don't have the same result as in Maxwell....strange)
Another view (Maxwell).
I also tried a close up of the water using Vray but couldn't get the water settings right.
Maxwell shot:

Thanks Jenujacob...
I must admit I didn't even see those anomalies.
Here's another one.
This time rendered using Maxwell.

Hi all,
Had some spare time to quickly set up a doodle scene, a collage with a 3dwarehouse phone model.
The water is made of a glass material with bump map on small tubes.
I didn't really bother to make it perfect...I just went for a quick viz of the idea.
Vray.
regards,
Kwistenbiebel

I thought the 'bevel' option didn't work in Kerkythea when using SU2KT exporter...?
About the Podium vs. Kerkythea thing:
Even though (current)Podiums and Kerkytheas engine are 'similar', I do think that both are totally different in their way of use and workflow.
They both adress a different audience:
Kerkythea adresses a more techy 'bells and whistles' audience , while Podium adresses people that love to focus more on the subject and less on the tool by using a '3 button' solution.
I don't consider one better than the other, but I do consider them to be both very different in terms of workflow philosophy.
The kitty just cracked me up
. I wish I could lip read 
Fantastic texturing Solo (even though I don't have the slightest idea how you did that using clip maps
).
And Frederick,
Off course Solos work is genuine. Please don't doubt that.
Solo is a master in using a full spectrum of software packages in his workflow to guide his creativity.
The resulting renderings are pure SU + Podium.
Cheers,
Kwistenbiebel
@Gaeius,
I have to agree that it looks as if a MLT (unbiased) rendering in Kerkythea converges to the exact same output one would get by using the default biased settings (PM+FG).
The only difference I see (when rendered with MLT for a loooooong time) is better AA (antialiasing).
Somehow I would expect better quality from an unbiased solution than a biased one, but in my tests it is (almost) exactly the same.
I am not sure the metal needs more specular as it is a rusty piece.
On the other hand, your metal texture seems to be to low on resolution for a closeup like that. It is ok for the zoomed out version though.
Have you tried applying a 'noise'pattern (really fine) as bump map for the rusty Corten steal ?
Nice job by the way 
Yep,
I hate Andyc to, but just because I envy his talent. 
Just fantastic work.
Actually makes you want to throw render software out the door and just use SU+Photoshop.
Keep it up, it's wonderful.
...I think there is more to it than just the tonemapping.
Somehow the V core produces good color bleeding.
To compare render engines I sometimes load the output image in Pshop and do a 'color count'.
Very often that is a good parameter to see how the light (and thus) colour is distributed or bounced around by the engine.
Flat output = low color count etc...
JJ,
Great stuff 
He he, I saw immediately this wasn't a Kerkythea image.
Nice soft mood and nice 'nd rich colour bleeding.
Vray definitely has a very complete colour palette.
Not bad...not bad at all..
I kind of skipped Irender as I wasn't sure if it could produce photorealism.
Are there any other example images that level that quality?
How is the workflow on Irender ,how much tweaking is involved and what are render times on those interiors?
Cheers,
Kwistenbiebel
Yep Anssi, you nailed that lamp shade.
Nice image.
Thanks for the comments,
@spadestick : All is sketchup, besides the cloth, cushions and the spoon.
The chairs were Sketchup, but not modeled by me.
Solo,
I will render it in Podium later on and i'll post it here.
Fry Render is a new render package which is very similar to Maxwell but still in beta phase.
@Bill,
we're not mean, just "MCP". 
(MCP= male chauvinist pigs)
A quick try using Fry-render.
Sheet translucency (sssss) applied to the 'nighties'.
Being somewhat impatient, I killed the render after 6 hours.

By the way,
Thanks for the kind remarks. 
Well...I don't remember the time of day. (I think it was early afternoon, februari GMT+1)
I see it as a door opening, but it could as well just be radiant mirror she's looking in....