My first render

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My first render // Work in Progress

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Post by thescottishbloke // Nov 26, 2008, 12:15pm

thescottishbloke
Total Posts: 56
Hi everybody,


Ive attached my first attempt at a render of my house and would be greatful for some helpful comments. Its got a few problems with it as you can see. Some parts of my windows are not showing as white plastic as I would like :confused: . Also the bay window the brick work seems to of went black???? :confused: Does anyone have any good suggestions for a white plastic and white steel materials? Or Grey roof tiles ? I also seem to be getting a glow in the front bedroom but dont have a light in it. Im using the vray engine.


If there are any hints on how to get a hyper realistic finish I would look forward to hearing them.


Thanks,


:banana:

Post by spacekdet // Nov 26, 2008, 12:49pm

spacekdet
Total Posts: 1360
pic
Nice place!

Compare black material vs. the correctly rendering white plastic in Material Editor. If the object has a Lightworks material and gets rendered in VRay, it turns out black in my experience. You may need to reapply a VRay material.

I've had textures go missing on trips across the bridge, are you flipping from WS to Model and back? The troll under the bridge eats textures if the 'synch' goes awry.

Using VRay Glass material I assume for the windows?
At first I thought you might have some amount of ambient levels set in the reflectance channel but I see VR Glass doesn't even have that parameter. Positive it's not a stray light? Maybe you just have a ghost.

As far as hyper-realistic, I'm finding it tough to do with single layer materials.
Oh, how I miss Lightworks stackable material layering!
The alternative is the black art of UV mapping/unwrapping and then scrunging up your textures in your 2D editor of choice.

Sorry I'm not of much help.

Post by robert // Nov 26, 2008, 2:50pm

robert
Total Posts: 609
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Also to add another bit of realism use the Ivy Generator (http://graphics.uni-konstanz.de/~luft/ivy_generator/) and grow some up the walls. ;)

As for the textures I can help with that, check out this little bit http://forums1.caligari.com/truespace/showthread.php?t=7102. (Yes I did use Ivy Gen):)

I personally prefer MaPZone (http://www.mapzoneeditor.com/) for its powerful node-based creation structure. :cool:
Although if you like various automatic (built-in) mapping methods DarkTree (http://www.darksim.com/) would be nice, that is if you don't mind spending $419. :eek:

If you have any other specific questions feel free to ask; there will usually be someone around who knows the answer, and is paying attention to the qustion.:D

Post by Burnart // Nov 26, 2008, 3:38pm

Burnart
Total Posts: 839
pic
Nice model - elegant simplicity. Looks good but I noticed a couple of things.

In the ledge above the bay window it looks like there is a triangle with inverted normals so its rendering black. Is that what is going on with some of the winow frames or are they actually meant to be some black and white?

Post by thescottishbloke // Nov 26, 2008, 10:13pm

thescottishbloke
Total Posts: 56
How do you sort the inverted normals as all the windows should be a white plastic material?


:confused:

Post by Norm // Nov 27, 2008, 6:28am

Norm
Total Posts: 862
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In point-edit mode, you can select then flip faces. (workspace side). Also have tools to smooth facet, auto facet or facet normals. You could select one face and test to see what works best.

Post by thescottishbloke // Nov 27, 2008, 11:46am

thescottishbloke
Total Posts: 56
:confused:Im a bit confused.


Ive attached 2 more renders of the same model (grass now included) but have rendered them in lightworks and virtuallight. I dont understand why the materials have been better understood by these render engines over vray. Also why has the glass went opaque in virtual light? Is it possible still to produce photo or hyper realistic images with these engines instead of vray?


:confused:

Post by kena // Nov 27, 2008, 5:23pm

kena
Total Posts: 2321
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Each render engine has it's ups and downs. the various settings on a texture can be read by one render engine and not a another. Or all 3 can read it. It depends on that the settings are. Glass and metal have the most difficulties translating between the engines.

And, yes, it is indeed possible to make a photo-real image in the two that you have there. You just need to tweek the textures until they work for the engine that you are rendering to.

Post by thescottishbloke // Nov 27, 2008, 10:18pm

thescottishbloke
Total Posts: 56
Can you use HDRI with lightworks?


:jumpy:

Post by Breech Block // Nov 29, 2008, 5:59am

Breech Block
Total Posts: 844
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If there are any hints on how to get a hyper realistic finish I would look forward to hearing them.


If this model is based on your actual house, try taking some photos of it with a digital camera and then use the images for your model's textures. Take a note of the position of the sun when taking them and then rotate your light settings accordingly.


And yes, HDRI does work on the model side just using the lightworks render engine.

Post by parva // Nov 29, 2008, 6:57am

parva
Total Posts: 822
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First I would select one render engine and stay with it.

- vray4ts has problems with wrong normal directions. The materials aren't really double sided. The huge benefit of vray is the superb GI result. vray materials are... mmh, very basic.

- lightworks is a nice and robust engine but lacks on GI. Here you have to fake lighting solutions that come close to GI and/or you use photo realistic textures.

- virtualight... mmh, nice freeby to do some tests and drafts but in my eyes not very useful. Bad Antialiasing and the GI solution is weak (accuracy of the GI resolution).


tS don't has a state of the art material & rendering engine yet.

Post by robert // Nov 29, 2008, 10:03am

robert
Total Posts: 609
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First I would select one render engine and stay with it.
- vray4ts has problems with wrong normal directions. The materials aren't really double sided. The huge benefit of vray is the superb GI result. vray materials are... mmh, very basic.
- lightworks is a nice and robust engine but lacks on GI. Here you have to fake lighting solutions that come close to GI and/or you use photo realistic textures.
- virtualight... mmh, nice freeby to do some tests and drafts but in my eyes not very useful. Bad Antialiasing and the GI solution is weak (accuracy of the GI resolution).

tS don't has a state of the art material & rendering engine yet.

Here's some info on the various render engines. http://forums1.caligari.com/truespace/showthread.php?t=6807

Post by RAYMAN // Nov 29, 2008, 10:26am

RAYMAN
Total Posts: 1496
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In case you read the link with all the render engines there is lots of discussion

in that thread between splinters and me but dont rule out Kerkythea because of that it could solve some of your problems because the glass is good

as you can see in this link and it can render grass too plus its free..:D


http://www.kerkythea.net/phpBB2/viewtopic.php?p=57058#57058
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