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By leoA4D
#295049
The windows are nearly flush with the exterior wall surface, the wall surface horizontal bands, massing setbacks and roof overhangs are all very shallow. The resultant shadows from these elements are small. Consequently, these contribute to the flatness of the image.

Leonard
By nappy
#295053
Thanks for the feedback!! woot.

B.I.G:

Yeah that's a good suggestion but i am too lazy to model anymore ha. I think i will photoshop the lights.

Kami:

Thanks! Yeah the lines are distorted because i am using 35 mm focal length.

Dan:

Oh ok..the roofing material? I basically changed the roof material and the walls material a bit last night..adding a roughness map and adjusting the roughness settings ala the video tutorial u linked me. It's great. And you are correct, the focal length is exaclty 35 mm.

Leo:

Yes that is a problem the components of the facade are flat.

General:

The main issue that "I" have is that the walls of the main, lit facade look flat. The divisions of the facade are actually set back quite a bit but due to the pervasive of the lighting/shadow/color of the facade divisions, they look more in-plane with one another than they should. Anyone know why?


Thanks!
G
By nappy
#295125
Image


changes:

Added roughness map/roughness to main wall of the building
brightened the image etc.

My main problem is print outs? It is coming out darker than seen on the screen so loses out on details...how can i fix this?

Adjust levels in Photoshop? Increase contrast/brightness? TY
User avatar
By frosty_ramen
#295126
Nappy,
Nice improvements! adding the bump to the walls added a lot of realism. with my comment about your roofing material, i just wondered what type of roofing material you were trying to replicate. if you search in the forum you can find out a lot about print size and quality. One other thing i noticed is that 2 of your clipmap trees are off a bit. the one in the forground top left. and between the light posts.

dan
By nappy
#295128
hi ramen,

The foreground tree was photoshopped in.

The one between the lightposts was rendered in the scene..however i think i did a bad job with the alpha taking out the background. I used the maxwell PS actions for taking out the Background..however i noticed that it applies the remove black mask..i think it's better if i undo the remove black mask.
User avatar
By frosty_ramen
#295129
Nappy,
there are two other functions with ps, you can defringe or remove white matte. between those 2 options you should be able to rid your render of this.
By kami
#295151
you didn't fix the issue with the vertical lines not beeing vertical ...
but otherwise a good improvement
if it turns out too dark, you can adjust ist with curves or levels in photoshop.
By nappy
#295158
yeah i decided to leave the camera at 35 mm.
hence vertical is off
By big K
#295167
you can still use a 35mm camera adjust the verticals (you have to target the camera at the same height) and then use the shift lense options to get back your view with all verticals being parallel
By kami
#295236
big K wrote:you can still use a 35mm camera adjust the verticals (you have to target the camera at the same height) and then use the shift lense options to get back your view with all verticals being parallel
yep. no need to change the camera.
just look horizontally and adjust the crop with a negative y offset
By nappy
#295277
Will do better next time! dunno how to fix the vertical lines in Rhino3d..that's the software i'm using..i could export to maya though.

Image
By kami
#295419
nappy wrote:Will do better next time! dunno how to fix the vertical lines in Rhino3d..that's the software i'm using..i could export to maya though.
easy thing in rhino:
select the perspective window and press f6 to show the camera in all other windows.
now in one of the elevation windows: make sure, the camera looks horizontally.
in the perspective windows you will see more ground and less sky ...
when this is the case, you go to the scene manager -> camera and use something like "-10" in the "y offset". even though you won't notice anything in rhino it should render fine. sadly rhino doesn't support shift lenses, but maxwell does!
you'll have to make a few testrenders to see which value is the best for y offset. I usually start with -10 ;)
By nappy
#295520
hey kami,

thanks!

So, is this a known issue?