Hi heres a render of a Matrix APU which was rendered in Shaderlight. The goal of this project was to get to grips with Shaderlights direct lighting, my lighting setup for this render was simply 3 area lights and a L shaped backdrop. The model was downloaded from Google warehouse as you can probably tell.
Posts
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Matrix APU rendered in Shaderlight
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RE: Chateau-Vaux-le-vicomte 3d model integrated into photograph
I think your colour correction makes renders look more arty Sepo but not realistic tbh. As mentioned in description I was trying to integrate 3d model into existing photograph not make a artistic image. Thanks anyway though.
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Chateau-Vaux-le-vicomte 3d model integrated into photograph
Hi heres another 2d to 3d integration test using Shaderlight. The purpose of this render was to integrate a standard google warehouse model into a 2d image without to many obvious give aways. Obviously im limited by the low res textures supplied by google warehouse model but all in all im happy.
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RE: European House rendered in Shaderlight
I dont mind at all Sepo, and yes I agree there is to much noise in this image and it could definatly do with a little more attention in terms of exposure/colour and post effects which I will fix when I re-render the scene. Thnaks for your comments guys.
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RE: European House rendered in Shaderlight
Thanks for your comments Viztecture! I think some of your comments are definatly valid although the lighting would be flat in this environment/scenario as its a very photometric overcast sky as seen in backplate. The HDR I used for lighting was also shot at the same time and location as backplate so im not sure how lighting could be different? I agree the billboard plants look aweful and this is what came with the model from google warehouse. I didnt want to spend to much time changing the model as im really just testing Shaderlight out to see what its capable of. Thanks.
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RE: European House rendered in Shaderlight
LOL changed title, by the way im not an architect.
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European House rendered in Shaderlight
Heres a render of a European House which was downloaded from Google warehouse and rendered using Shaderlight exterior IBL lighting. It took roughly two hours to set up and render and I spent a little while in Photoshop adding some extra detail.
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RE: Looney Tunes themed bedroom rendered in Shaderlight
Yes I definatly think the texture blur problem was me struggling to position textures and accidentally scaling texture up then down again. The blurry handles in the render is just part of the texture I used, I was being lazy and should have modelled the handles in and assigned geometry with chrome shader. I will replace them with geometry and re-render as its letting the whole image down as it is.
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RE: Looney Tunes themed bedroom rendered in Shaderlight
I have found that when positioning textures using the position textures with the fixed pins feature unchecked SU will apply some kind of gauss blur the texture depending on how you scale it. Initially I thought this problem was to do with texture filtering in Shaderlight, but it was infact my error. Reloading the original texture back onto the bedbase geometry seemed to fix this problem.
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RE: Looney Tunes themed bedroom rendered in Shaderlight
I have been struggling with texture blur in Sketchup and just found that this happens when you use the texture position tool, so saying this I will get another render of this scene posted with crisper textures today.
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Looney Tunes themed bedroom rendered in Shaderlight
Hi heres another scene this time of a Childs bedroom. It took me roughly 1.5 days to model, texture and render this scene. Render at 1080p took two hours using Shaderlight and gI. Hope you like.
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RE: Kitchen Interior rendered in Shaderlight
Thanks for your reply Solo I agree with your comments, the borders around the window are hotspots from the portal lights placed in the windows which use the HDR environment image for lighting the interior. The banding is GI related, in SL beta the quality settings are not yet finalised and are a little lower than the could be. The walls in the room are simply the default material which is applied to all surfaces in Sketchup. I will go back over this scene and see if I can clean some of these problems up.
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Kitchen Interior rendered in Shaderlight
Hi heres another interior rendered using ARTvps Shaderlight. The model was assembled using various google warehouse models which was then rendered using the latest beta version of SL. Hope you like it.
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Villa interior rendered with Shaderlight
Hi guys, heres a render of a model I downloaded from google warehouse which I rendered in Shaderlight using portal lights and GI. It took me around a day to setup and around an hour to render. Crits and comments welcome.
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RE: Peterbuilt rendered with Shaderlight
Yes I agree the shadow does look a little to thin now I look at it. I think I could improve this by rotating my skylight a little though, I will try to get another render up this week with some material and lighting fixes. AO is not in the current release im using but may be in up coming releases.
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RE: Peterbuilt rendered with Shaderlight
Thanks for feedback, I have been using 3dsmax and maya for several years now so have a fair amount of rendering knowledge. I used the new beta version of Shaderlight to create this render which should be available very shortly. In terms of scene setup this was very simple, just a HDR file for lighting and reflections and backplate photograph taken on same location as the HDR for seamless integration of truck into backplate.
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RE: Peterbuilt rendered with Shaderlight
Thanks for your comments I agree with them all. I have only been using Sketchup for a week and am finding it to be a bit of a pig when working with complex models. Im finding modeling tools and texturing/UV very limiting but this could be because im still a SU noob. Im will spend some more time correcting the materials when I got some free time.
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Peterbuilt rendered with Shaderlight
Hi heres a render produced using ARTvps Shaderlight for Sketchup. The model was downloaded from Google warehouse and I spent a few hours setting up materials and lighting etc. Hope you like.