@tuna1957 Thanks a lot Tuna.
Posts made by massimo
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RE: House with one wall
@Rich-O-Brien said in House with one wall:
I'm gonna try this in Rayscaper.
Good, and then share the results please. It's always nice to see these experiments. I recommend you to choose a photo of the real thing and then to try to mimic it.
Here, for example, you have a comparison between reality (first pic) and render (second pic).
The render was made long time ago and it's one of a set of images I made of the "Veliero" bookcase by Franco Albini.
https://community.sketchucation.com/topic/143370/bookcase-velieroIn this case, however, the story was way more complicated because the model was more articulated and also some plastic thin film between the two glass panels was involved. So, if I remember well, I had to use also Thea's container feature. I achieved the result with trials and errors by working on the model and materials at the same time.
@Rich-O-Brien said in House with one wall:
Thanks for sharing that.
You're welcome.
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RE: House with one wall
@Rich-O-Brien said in House with one wall:
The glass in the windows is it a solid volume or 2 planes? It is incredibly accurate in terms of how it is reflecting. There's more at play rather than a simple glass shader.
I modeled the windows more or less like the real things. Well, of course, more schematic. So there are two glass panels with thickness and with a cavity between them.
Here you have a rough section in SU of the big windows next to a floor slab.The material is a thin film glass with a slight blue-green tint in the trasmittance slot and a very slight and enlarged perlin noise procedural as a bump map in order to simulate some imperceptible distortion.
Here you have a SS of the material.@Rich-O-Brien said in House with one wall:
Thea really is a good engine.
Indeed and, regarding materials, I think that glass and metals is where Thea really excels.
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RE: House with one wall
"A lot of us struggle with photorealism in our own renders but I guess it's a gradual process."
Indeed. What we need to understand is that before the "how" there is the "what".
What I mean is that we must learn to see and decide what we want to represent. How to do it comes later and is somehow easier.
This is why taking seriously photographs helps a lot in my opinion. -
RE: House with one wall
@nickchun Thanks.
"Yes, abandoned by the builders first."
Do you mean that the house seems unfinished? If so I agree with you.
After all this is part of the charm of spaces like those. -
RE: House with one wall
@Rich-O-Brien said in House with one wall:
If you jump between real world shots and your renders its nuts!
Also this was maybe the first time that I started by founding a good post-pro process first and then, after, by tuning everything (materials, lighting etc.) in order to accomplish that.
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RE: House with one wall
@Rich-O-Brien said in House with one wall:
For some reason I am drawn to the material. So much so I ended up look for real world interior shots. My first thought was some type of galvanised steel.
if you mean the low wall at the right of the stair actually should be an enameled wall. The stairs are concrete and those little strips at the end of the steps should be some kind of silicon I guess.
It was not easy at all to manage the lighting in those two shots with the stairs though.@Rich-O-Brien said in House with one wall:
You actually mimicked camera positions of photographs!
Indeed, just as I wrote.
if you have some good images to look at its very useful trying to reproduce them In order to tune lighting and materials. You can then, if you like, try some different shots.
The main problem of those nice images is that they are clearly post-produced so non so easy to understand how real things are. -
House with one wall
Hi guys, long time no see...
This is something I started some time ago, well actually a few years ago, but that I managed to try to finish only now after I forsaken it.
It is a nice three floors semi-detached house in Switzerland designed by Christian Kerez.The peculiarity of this house is the fact that it has only a single shaped wall, hence the name, on every floor that, running longitudinally, divides the two flats. The dividing wall is the only wall in the entire house and it cannot be crossed anywere. It is the load bearing structure and the installation core, its folds define all of the rooms and it determines how the view from the entirely glazed building is divided between the two living units.
The space I wanted to represent should have been empty, not yet inhabited or by now uninhabited, without furnitures and with almost no technological systems, taking a set of nice photographs as a reference.
In fact, I think that this kind of spaces are at their best if represented like this. Almost as if, as soon as they were built, they were already an abandoned ruin.Despite the apparent semplicity, a bit of time was spent on the details of the model, tuning the materials and in the building of the context around the house.
For the lighting was used a HDRI. Sketchup and Thea 1.5 standalone. The post-pro was done in Photoshop and ArionFx.
As usual, feel free to comment. -
RE: E-Mail Change
Didn't try to go to the end, to submit some changes I mean, but so this doesn't work?
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RE: E-Mail Change
@dave r said:
I updated your e-mail address and sent you a PM to let you know but haven't heard back yet.
Great. Now I just wonder why he couldn't change his email address by himself...
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RE: E-Mail Change
@damathecat said:
massimo,
Large thanks for the reply. I went to 'settings', account settings' and all I got was a blank SU screen with a small box for 'log out'.
Maybe I should just start a new Account?
Again, thank you!
Have you already tried to log out and then log in again and do what I have suggested?
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RE: E-Mail Change
I think you can do that under "settings"-->"profile"-->"account settings" and there you should be able to change your email address.
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RE: Ombres moins dures dans Thearender
@dverger said:
Est-ce qu'un utilisateur de Thearender pourrait m'indiquer comment avoir des ombres moins durs en rendu? Merci.
Sorry if I reply in english, but I hope it's useful anyway.
In order to have softer shadows from a point light source, you need to:
sun
-select the sun in the scene tree view panel;
-click on "properties";
-check "manual sun";
-check "soft shadow";
-increase the value of the "radius multiplier".
omni-spot-ies-projector
-select the point light in the scene tree view panel;
-click on "properties";
-check "soft shadow";
-increase the value of the soft shadow.
By doing that basically you increase the size (radius in meters) of the point light and then the shadows will be softer.
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RE: Small Green Box in scale tool
@dan rathbun said:
@penpendrum said:
I sorry if posted in a wrong forum
can we just continue?I'll get a moderator to move the thread.
Done.
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RE: Most Efficient Way to Create Paths for Wiring
@cjryan said:
Massimo, that plugin does look interesting, but for future use. Oh and your last comment was that it failed to install, does it work now?
Yep, works just fine even if I use it with SU 2014. It is supposed to work better with SU 2015+ versions.