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By nappy
#324767
What do you guys think so far? The image is low res it's much sharper in it's true resolution though
it was only rendered out to SL 17.

I have a few questions:
1) what do you think about it compositionally? I quite like it..
2) How can i get better trees? I'm using Rhino so tree geometry is hard to implement due to memory issues
3) What's the best way to add cars/people?

thanks!

Image
#324807
hey itsallgoode9,

Thanks a lot! Something i might experiment with is to add low flying clouds (so you see the top of them) in the large white space on the right...that would seep into the site only opportunistically.

The illustrative look was done in photoshop..had a few layers of filters at low opacity (20% or less) and put it on top of main image.
Also, the grass outside the site was photoshopped.

Basically...just a lot of photoshop/post!

However, the trees need to be worked on i think and i need much more of them as well as eventual cars etc. On top of the podiums should be trees but we don't really know what's going on there at the moment.
#324813
nice done.

but doing this kind of pictures with maxwell is a waste of time. There is nothing to look from that distance what can show maxwell power, but always cost times.

funny are those caustics reflections on streets and pavements. Ideal world isn't it?
#324820
hey zdeno,

you are right this kind of thing does not maximize the potential of maxwell because it is zoomed out.
However, the rendering time was not long at all as all the buildings were meshes.

yeah those caustics...i was thinking of photoshopping them out because it is kind of confusing.

Anyway I really envy a lot of the projects i see in these forums and i'm trying to get better and better
as time goes on because there are people who are a lot better than me.

I almost wanted to dump maxwell many times for maya/mental ray..but i do not know.

I am still trying to master how to do effective nighttime renders in maxwell if anyone can tell me..
#324827
zdeno wrote:but doing this kind of pictures with maxwell is a waste of time. There is nothing to look from that distance what can show maxwell power, but always cost times.
I bet Maxwell will actually render a scene like this faster than mental ray with good quality settings.
#324832
Bubbaloo wrote: I bet Maxwell will actually render a scene like this faster than mental ray with good quality settings.
I can set even vray to render a scene like that to render slower than maxwell.
But still I HAVE CHOICE what speed/quality ratio I am looking for.
but in maxwell even BACKGROUND IMAGE needs to be sampled LOL.

some day there were at least bounce number control. in 1.7.1 version I can switch to RS0 engine, but with 2.0 it gone too.

nappy - You are doing great, but You have to set some chaos to your scene. some roughness mapping or subtle bump will help to avoid this caustic pattern.
#324839
hi nappy ... i think it is a good start at all :)

i would first of all work on the water ... in my eyes it looks to much ps ...and especially mw has so
much power to render really sexy water areas 8)
next thing is the "grass" ... it's the same like the water and it also looks wayyyy to big in my eyes
the trees do not look as bad as you're saying ... but I would a lot more of them espacially on the roads ...
keep on the good work ... this image is going to be a nice architectural illustration

cheers nappy :mrgreen:
By nappy
#324853
Please tell me how to render water properly!! I have tried many times but could never do it..

This is how i make water...imagine a cube 20 meter in depth.

Top surface = water, bottom and side surfaces = white material (like a swimming pool).

I used the water materials available in maxwell resources d/l but i have never gotten anything good.

THATS why i have to use PS for water...because i have never done it well.

If someone could
a) tell me which water material to use
b) how to create good basic geometry/set other parameters for water
IT WOULD BE GREAT!

thanks in advance
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