christ,
love the material..love the concept.
wow 17 and could model that already.. really admire your skills in modelling. you told us you want to be an architect in the future. go ahead man, wish all the best. see you already have a skill in showing your talent. just looking back when im studying architecture. we only use at that time mostly hand drafting and hand drawing, and since i took drafting as high school electives, i have an edge with my peers in terms of showing concept. Now the same as you.. in terms of showing your concept to your proffessor, you have already a slight edge. and beside you have extensive guys here in this forum to help and criticise your work. and this site seems one of the best site to ask question. i wish you all the best in the future.
bautiful rendering. would you mind if you can post the rendering time.
thanks mate. im playing with photoshop recently and in vray you can save png file with transparencies. so putting background then in Photoshop is much easier.
im sending another set of image here with the same model. this time i added Photoshop image background. i am not use too in putting trees in my model. this was actually my first time in doing it to have contrast with the environment against the squarish form of the building.
im sending another set of image here with the same model. this time i added Photoshop image background. i am not use too in putting trees in my model. this was actually my first time in doing it to have contrast with the environment against the squarish form of the building.
thanks gaieus and juju. the slight fog was done in Photoshop. Gaussian blur onthe copied layer, then using mask and applying black t transparent gradient so that i will not have those effect in the foreground area. your eyes are so sharp ju2. notice that after rendering.
just want to share this exterior. image was resize from its original size so that i could download here.
my apology for not mentioning. i used vray for sketchup and use Photomatch in Sketchup in setting up the background image and the foreground model. then after rendering i reinserted the image one more time in Photoshop. the advantage of photomatch in SU is to set up your camera model to match with the image, so that when post processing it's easy to match them together.
after i have an exterior photomatch. im testing the interior photomatch. im still not happy with the lampshade becuase i cant have any success with refraction. but in anyway hope you will like the photo match
tnaks bartels for your comment. i think i should share her the amount of knowledge i think i gained in this interior test. This test was done using my old interior project to look on emmissive material. (kinda comparing LEM of Podium with Emmisive material of vray). I love the Light Emmitting materials of Podium. so when i use Vray i did not use any omni, sun or rectangular light. on this test i was glad that about the effect of emmissive material. but you can only increase the effect of it by decreasing the fstop value of the vray camera.
but one thing happen, a lot of dark blotches on the image in which i was disappointed. but i did not gave up, instead i increase the HSPH subdivision and the sampling number. i have done that after some of my previpou reading on the critical settings of vray. the IR (Irracsiance) has random calculation and if you want IR to calcualte more you have to increase the no. of subdivion and also the number of random samples... the third image was the result after increasing the HSPH subdivision from default 50 - 80 and sampoles from 20-30.. although the black splotches seems improve but traces of it still can be found... so i increase further the subdivion to 120 and samples 50, at the same time i have to decrease the number of IR passes to (-3,-1). the result was the 2nd image ( rendering time was mangeable over 44minutes.
second and third image, IR map has been saved and reloaded.. render time decrease to 23 minutes.
lightcatch and IR were saved and reloaded.. render time calculation for the last image was just 11 minutes...
i hope the above will be source of kowledge to everyone.
i use only vray su emmissive material as light source for this model. i like the light effect of the emmissive material it is more natural. the only thing is if you use the default settings one can find out a lot of ugly dents in the model therefore sampling of IR should be increase significantly to remove those dents, in this model i use higher HSPH subdivision and samplings which will make rendering calculation to be much higher. One thing i like in Vray is you can save all this calculations and load them again therefore saving a lot of time.
havent tried this engine. but with this image i think the engine is excellent.
and even you can use your existing water texture. just go to the material editor and rename your water texture. for example if the name of texture is "water.jpg" all you need to do is change it to water_bump.jpg. that it podium will automatically remind itself that you are using bump map. you can also increase bumpby assigning bump number like this "water_bump1.jpg", water_bump2.jpg.....
wow that is somethin if it works inside SU. because last time they said they don't even a plan for sketchup. it was really a surprise to find out that its now working inside SU. thanks for the update. too slow about new things with fry. worthwhile visitng fry again. ive used it before but, rendering time is a bit slow for me.
thnaks jackson, the above is talking about the how the material and sun has been set up inside the fryrender already. my quick question if kwisten imported the file, open an su file or what. basically from Skp file going to fry.
biebel, i notice you render using fryrender. what was your workflow from skp file to fryrender.
@ross macintosh said:
I attach a couple of Podium renders I did...
It is typical of how I use Podium -- just to get a quick visualization when I'm designing --
Regards, Ross
yeah, would agree. i also use podium for final images. will send soon here.
yeah i hope there will be some others who will post their podium rendered images.