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2008-09-22 11:06 PM - last edited on 2023-05-11 01:08 PM by Noemi Balogh
2008-10-02 05:32 PM
2008-10-03 04:11 PM
2008-10-03 04:25 PM
2008-10-03 04:41 PM
2008-10-04 10:01 AM
Dwight wrote:Yes, but when I asked I was experimenting to understand the Fresnel glass settings. I found the Fresnel transition value extremely sensitive and important - and I landed on precisely 0.3 like you did in this rendering. Also, reflection color is important. But smoothness seems to be less - at least for flat glass planes, it can be at min?
There's glass and diffused balcony glass.
But it is not the glass. The interplay between sun-just-below-horizon angled to reflect against the windows is what makes the scene.
2008-10-04 10:16 AM
2008-10-04 11:07 AM
Dwight wrote:If it is the trees, what trees are they? I routinely get 20 min to 1 h for daytime 2500x2500, high radiosity, high antialiasing, 6 city blocks with a zillion '3D Plants and Trees' from Abvent, detailed building models with lots of glass, a pond here and a pool there, same computer.
To make a 1500x1500 rendering was 7.5 hours on a 2x4x2.8 MacPro.
[Mainly due to the entire city block of 3D translucent trees adding polygons]
Dwight wrote:I never tried night renderings yet, with every presentation I start toying with the idea and then abandon at the feeling that they will need a lot of interior work and then a lot of lamp tweaking. What is the best way of introducing some sort of apartment-by-apartment or room-by-room on-off and light quality variations, if there is any other better way than a lot of lamps (like say would neon shader 'lamp' objects you can just stretch across some interior walls and slabs do a decent job?) Perhaps also some quick low polygon curtains (planes with translucent textures?).
-- what am i not asking about that is important for night rendering?
2008-10-04 11:16 AM
2008-10-05 02:23 AM
2008-10-08 09:39 AM