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S. Houtzager

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Everything posted by S. Houtzager

  1. Is there a way in the pjt window to reorder Master Materials. When I do they pop below the World icon. Would like to also folder them up. :cool:
  2. Maybe I will post over on CG Talk too. I added an area light to the front window as I was just using a parallel sun light.
  3. Did a redo with simplified lighting. What do you think? https://dl.dropboxusercontent.com/u/5048027/WW2_2areas_final2.png
  4. Thanks, it gives me some ideas.
  5. Trying out some different lighting arrangements. Added some spot lights for the dark areas (the gray screen up front and the first product case) and some lights just for the specular hilights. Looking for a simplified way of lighting but it will take awhile. Comments welcomed. https://dl.dropboxusercontent.com/u/5048027/WW2_whitechairs.png https://dl.dropboxusercontent.com/u/5048027/WW2_1arealight_20.png
  6. Hey David, Would have to know what version of EI you are using and what your render times are looking like at what size of resolution. GI is just going to be slower no matter what. I have gotten good renderings with the ray count at 100. You could tweek the Sampling options down slightly to speed up the process. What are your light shadows set to? If you turn on the box for use GI sampling Engine it will speed it up. There is the Photons option. but using Photons means no specular hilights so you would need additional lights just for that.
  7. Didn't use Rama, just still shots. The time is set correctly on that machine in the prefs. It is just that one machine. Renderings done a month ago have the time correct.
  8. Anyone else notice that the time it takes to render is not in the file info like it used to be. Maybe I am missing something. Here is a snap. https://dl.dropboxusercontent.com/u/5048027/notime.png I am using Mtn. Lion.
  9. You could have a light just for those plants and give them a buffer shadow. You could check off the illumination or high light of that light if it gets too bright.
  10. I don't think it will save time. I would group the plants into a set and exclude them from any GI that you have.
  11. Hey Al, If you go back thru the archives of movies posted by EI there is a car commercial with tons of cars. It might give you some ideas. It was probably done by hand because there is an overlap of one car into another which is very hard to pick out. It is in >gallery >TV/Film >page 3
  12. Figured it out. The two area lights up front were overlapping too much. Now I need a way to light large stores without overlap. Thanks for the assistance.
  13. Don't see how I could color correct it in PS or AE as the glare color is so similar to the surrounding color. The specular is set to white so that is good to go. It seems like it is due to fact that in that area the sunlight and area light in the ceiling intersect and they are not playing well together.
  14. Good insights James and Alex. Some glare is normal. The snaps you linked had a "white glare" and I have a yellowish glare. Any ideas on how to whiten that?
  15. Here it is. https://dl.dropboxusercontent.com/u/5048027/WWcollect.zip
  16. Hey, Feast your eyes on this interior rendering. https://dl.dropboxusercontent.com/u/5048027/ww.png It is done with 2 area lights in the ceiling, 1 sun light, and photons galore. Always get this glare on the desktop and floor which are reflective, i know the floor is. I can get rid of it by turning off the sun but I really need the sun. I turned the saturation of the maps way down but still have glare. Turned down the sun to .8 and still get it. Gave gamma 2.2 a go. Here is the file to take a look at (please dispose after looking at) https://dl.dropboxusercontent.com/u/5048027/WWcollect.zip (some texture maps were removed after the collection). thanks!
  17. Thanks for the files Richard!
  18. Hey has anyone been able to create a forrest of trees along irregular terrain using proxy trees? Maybe "flock this" could handle this which I don't have?
  19. Hey Scott, If you go on the web site to >Tutorials >Render, at the bottom is a video tutorial called Colourphium. It gets into how shaders with Reactive work.
  20. Here are the settings for the water on the metal. I gave it a little gravity tail along with some variation seeds. http://www.intuitionusa.com/1/water.png
  21. Gotta say that the new Blobmaker 3 is impressive. It has 3 main modes that it works in now. The top snap (of the linked image) it easily created a water to put atop a model. It creates a mesh which can be locked and reimported back in to speed up the renderings. I always thought dew created virtual drops. The bottom snap of the link is Blobmaker working on vertices. It can create lots of variations with the vertices. One setting that I think can be reversed is viscosity. As viscosity is increased the models become thinner and longer, as it is decreased they become bulkier. I think also that the first button should be highlighted somehow as it defines the 3 main modes. Nice work! http://www.intuitionusa.com/1/blob.png
  22. I always really liked the variety that animation has in it. The forms are cool. Some classic EI forms.
  23. Inspiring work, very unique! Glad you are on the forum. Is the interior rendering on your site, the one of the hi-rise condo, done in EI as well?
  24. It is in PPPro. Thanks for the info.
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