Advice/ Critique
Anonymous
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‎2010-11-14
09:22 AM
- last edited on
‎2023-05-11
03:53 PM
by
Noemi Balogh
‎2010-11-14
09:22 AM
6 REPLIES 6

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‎2010-11-14 09:58 AM
‎2010-11-14
09:58 AM
Like you want an essay on the myriad problems with this image.
Here's the main problem: lack of under-soffit lighting.
Create a sun object at -90 degrees and have it NOT cast shadows.
This is how you light the undersides of things.
Here's the main problem: lack of under-soffit lighting.
Create a sun object at -90 degrees and have it NOT cast shadows.
This is how you light the undersides of things.
Dwight Atkinson
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‎2010-11-14 11:08 PM
‎2010-11-14
11:08 PM
Revised with under sun. Still not doing it. Any more advice would be greatly appreciated.


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‎2010-11-14 11:30 PM
‎2010-11-14
11:30 PM
— You said that you've backed the glazing. Let those spaces be rooms with curtains. Make the glass more reflective.
— make the reflecting pool [?? on the right?] water instead of flat.
— All the soffits are repeating patterns. Lose this pattern.
— look in the LightWorks archive for a better brick pattern. use a shader instead of a texture.
— likewise the concrete.
— with undersun, the soffits should be brighter - fix the blackness with a material change.
— if you are concerned about the dark foreground, add ambient light, a skyobject or change sun position. Or combine all three.
— make the reflecting pool [?? on the right?] water instead of flat.
— All the soffits are repeating patterns. Lose this pattern.
— look in the LightWorks archive for a better brick pattern. use a shader instead of a texture.
— likewise the concrete.
— with undersun, the soffits should be brighter - fix the blackness with a material change.
— if you are concerned about the dark foreground, add ambient light, a skyobject or change sun position. Or combine all three.
Dwight Atkinson
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‎2010-11-15 12:32 AM
‎2010-11-15
12:32 AM
Dwight, Thanks, working on it. What is the difference between texture and shader? Never heard this.

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‎2010-11-15 12:37 AM
‎2010-11-15
12:37 AM
In your rendering, you see the repeats of an image used to replicate a surface texture. Archicad's ancient image library is full of poorly-made images that have not been manipulated to appear "seamless". They are obviously repeating - you sense each rectangular image.
A shader is a mathematically-generated pattern that is infinite and seamless. LightWorks has many of these in the archive where textural surfaces are represented by their image pattern and shaders by a spherical symbol.
A shader is a mathematically-generated pattern that is infinite and seamless. LightWorks has many of these in the archive where textural surfaces are represented by their image pattern and shaders by a spherical symbol.
Dwight Atkinson
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‎2010-11-15 01:15 AM
‎2010-11-15
01:15 AM
Wow. For years I've been creating materials, never with these results. Is there anywhere I can get more of these files? Thank you for this tid bit. Can't wait until I get your book and find out how big of an idiot I've been.