By the way, look at one of the previous posts of this topic can also be a problem in the same.
I work in 3ds Max 2008, and reconfigure your scene, I can not. By this, I exported it in 2008 by max obj. So that all your settings mats, etc., I have not used. Just put it in the net scene obdzh with your geometry and established dignity and sky.
Texture also took you the first available and applied to this mat wood texture to the entire geometry of the house, etc.
That should look like a mat in exterior scene:
I made two versions. Without dignity and with it you to see the difference in texture with vysvetlivanii skem and Skye + san.
Ball-sample of the mat is also attached😁
That itself exterior scene in 3ds Max 2008 format.
Swing and see😉 You can just pour it and render his in mine. This is the most rational way in your case😉
Everybody salute! To be exact, with the coming New Year, I had a rather interesting and unusual situation, to someone who can solve this puzzle - I promise to model a monument in Max😁 (joke) - but I do not forget good deeds (until now, thanks to the creators of this coffin Site for their invaluable help and be sure to be a little richer thank them). But like any visa - I still have weaknesses that slow me down.So let's start - that's the salt of the situation. A simple scene of exterior visualization - there is a pylon, which must be visualized on the background of the photo. Everything seems to be normal - a pylon has been modeled, mats have been assigned - renderers - and here the problem is, the materials are rendered transparent, regardless of what texture I assign to them. This is garbage - I first thought that the matter is that I in the environment slot of the environment map assigned the wrong texture (I thought that because of it all the mats become transparent against its background) I replaced the mat with the V-ray HDRI with a simple Bitmap , Then I changed the texture from one to the other (I tried about ten different textures - and the same thing.) Now - the V-ray settings, which I just did not change until I experimented to get rid of this transparency - everything was empty. Modeled anew in a new scene, settings, lights, mats, too, adjusted again with zero In short, I already decided to try all of this and in the rest of Max's versions (where it all modeled and tuned from scratch) I finally tried everything from what I know-can I tuple? I can not understand why this happens, I had to render similar things before, and there were no such problems ... And this scene is just a challenge to the entire 3D community🙂🙂🙂 - a joke. I'm just asking for help finally figuring out this thing, it's been already five hours and I could not find the reason - those who know what's wrong - HELPNext, I spread screenshots of the scene with all the settings + the scene itselfSee more 13 imagesSTAGE - Andrey_exterior_scene.rar
He opened the scene. Render. Everything is fine. All rendered.
As I looked up your render. Transparency on the pylon no. Just dirty and render you think this blur the background, that's all. In fact it is flaccid material, the color is almost blend into the background.
You light the scene secondary radiation environment. That is simply GI glow envayromenta (Environment). What gives such gryazyuku.
How to deal with dirt and wool to render , read the appropriate lesson.
By the way, if you're in envayroment you put 8u dzhepeg bit, then there is no reason to use VRayHDRI card.
So it's not in the materials, and lighting. It is better to use the normal HDRku or simply illuminates the scene a bluish solid Environment, as well as all subsequent advice in the aforementioned article😉
Moved to quality HDRI reflections in Ray-the V .
Hello!At least, you have a very weak glow of heavenly light. It is very dim.In the end, it turns out that your scene does not look like a daytime exterior. It is more like a protected plant territory, which, in the night, illuminates a bright spotlight from a watchtower😁You need to find the right balance of ambient light and light from direct sunlight.To do this, turn off the source of direct light, imitating the sun and the mood of the Environment so that it is not a night, but just a day, not a sunny, but a day.Then, just turn on the sunlight and slowly change its brightness until it looks natural.In addition, you need to adjust the correct white balance.The fact is that the blue sky light and yellow sun rays are appropriate only in the interior and semi-exterior scenes, when the difference between these lights is visible. That is, you look at the window through the room and you see that inside the room you have everything white, and on the street everything is yellow or blue.When you go outside and look around, the objects around will not seem blue not yellow, just because they are shone with a blue sky and a yellow sun.This does not mean that the sky has ceased to be blue, and the sun is yellow. Just human vision quickly adapts and everything that you think white, you think at once white, but not yellowish or bluish, etc ..Therefore, the visualization, too, should not be blue not yellow. At you, now, the sunlight is clearly yellowing the picture. For sure, and the heavenly glow, with the "sun" turned off, will make the picture blue.Correct it.In addition, look at the sky above the fence. It is dark blue. Such a blue sky can be unless before the rain or in the evening. At the same time, you have a "bright" bright light "searchlight". This, too, subconsciously, indicates that something is wrong. In such a bright sun, the sky should be either slightly bluish or, completely white.Correct.Otherwise, everything is normal, more or less😁 The materials of the stones look very "dry", they all still shine a little, and the colors are plastic. I understand that you did not do the same flowers, but simply somewhere they downloaded them free of charge, accordingly, the quality of the mats leaves much to be desired. On this, you'll take care while lightening, but only then, if you want, twist the mats, making them more realistic😉
1 - Read correction VRaySky and white turns white😁 2 - Read about HDR rendering and look into postprocessing rendering in of Photoshop . 3 - This is a lesson on the exterior not prompt. They are full of the network, but this, to advise, I unfortunately do not know 🙄
Hello!Let's begin with this:1 - Background.You have a complete discrepancy between the illumination of the scene and the background (sky) behind it. This is the first thing that "cuts" the eye. Such a blue sky is possible only in a semi-dark and overcast scene. At you the sun simply burns down a small house, thus a firm sky is blue. It does not happen. The sky, in fact, is a source of light. It can not be darker than that which itself illuminates. Look at the real pictures, for example, on the ones we did for our lesson about Rendering in HDR, in particular the problems of LDR photography. There everything is clear and understandable, so we will not dwell on this. You will understand everything yourself. I will only say that the background for your scene should be three times lighter (brighter) and half as saturated, almost white.2 - View.Take off from the ground to make the illusion that this photo is made by a man of normal growth. For example, from 1600 to 1700 mm. Now your "photographer" either flies or is a giant😁2 - Materials and textures.Now the logs of your house are made of plastic, and should be made of wood. What makes a log similar to a log? Yes all. Starting from the texture itself on the cylinder, ending with a log frame. He is not perfectly white. There must be rings, etc. In addition to the diffuse texture, you must also do the glossy and bumpy textures. This will give your material realism and heterogeneity. Now you have the boards perfectly polished, without scuffs, etc. The same goes for the rest of the mats. For example, the windows in the windows almost do not reflect, add them to the reflux. Just do not overdo it. Roof tiles are also ideal, but this is not correct. It should also be shabby, slightly different in tone, etc. Noticeable tiling of textures is also very tricky. By the way, the materials of vegetation should be elaborated and have a translucence with a diffuse reflex. Your plantations, now look like paper.3 - Geometry.I can not see on this resolution how exactly red tiles are made, but it looks like a plasticine and faked texture. And it should be completely made by geometry. Lay out it as you want, though manually, but it should be just three-dimensional models. The same goes for logs. They are just made for a copy, but they should be slightly different in shape and have irregularities somewhere. These are real logs, even houses that gather as a designer and are adjusted in place are still not assembled from ideal forms. The same applies to the lining under the shingles. This is the same board, while you have a solid sheet of laminated chipboard "under the tree" 🙄4 - Lighting.It's not strange, but in the exterior this is something that should be paid attention in the last place. When the angle, geometry, materials and textures of the scene are properly executed, even default san and skye will give a good result. Is it just necessary to slightly mute the sun. As for your case, the bright scorching sun is not the best option for lighting. Even professional photographers prefer to take photos on cloudy days with soft lighting. Therefore, you should strengthen the glow of the sky and reduce the brightness of the sun. You can, by the way, look at the renderer you showed in the first post, there is done the same way. There's no scorching sun like you and all the shadows are soft.5 - Rendering settings.About the settings, we said more than enough in a series of articles on 3d visualization about Optimal V-Ray settings. Stick to them😉6 - Postprocessing.When you make all the changes, render to HDR format, proceed to post-processing the render.Come on. " There will be some specific questions in the process of working on the exterior - ask😉
Bogdan, greetings. If we take this picture specifically, it was done by Peter Guthrie.Most people already know that it does lighting using HDRI. He himself makes these very panoramas HDRI well and, accordingly, sells them. But more recently his HDRI maps in more numbers have spread all over the Internet, so finding them will not be a big deal.So, to get a cloudy light author creates a light source VrayDome and puts in his HDRI map with a cloudy sky. And also I suggest you watch a video from another remarkable author, he just uses HDRI Peter Guthrie in this lesson.Now if you already need to fly to the sunlight, the author also suggests taking the VrayDome and placing HDRI in it with a sunny panorama, but in this case the shadow can be too soft for sunny weather, because the author adds VRaySun but without VRaySky. As VRaySky in this case is the HDRI itself placed in the VrayDome. Now you need to combine the position of VRaySun with the position of the sun on the HDRI panorama, otherwise you will get two shadows, one from VRaySun and the other from HDRI in VrayDome. This is the principe itself and how to link it is already on the Internet a lot of ways. For example the way from the author himself.I also want to say that there are a lot of lessons on this topic, but the principle is almost the same for everyone, every company that produces HDRI does a lesson how to use their product. Examples of such manufacturers. VizPeople: product lesson VizPark: product lesson CGSkies: product lesson
Hi, I just want to say that this applies to the topic - Please criticize the 3D model rendering. Okay, then RS will, I hope. The very first version was more pleasant, because There the sky is darker and corresponds to less illumination of the scene and its shadows.The fence is bad, if it is from a wooden strip, most likely the direction of its texture will be vertical, and not horizontal.The grass is horrible, even columns, it is necessary to push in different directions, create chaos, in addition its material is deaf, does not reflect light (just a very dark spot, and even in the foreground) I do not know what you modeled it with, but you can be sure You need to fix it.Bricks - shallowly, increase the texture (walk along the streets and count how many bricks it climbs in the height of the window and compare it with your appearance, and then correct)The material of the tile is flat, it is necessary to correct - there is not enough depth, bump, if you do not get through the texture - do the geometry.Roof tiles are the same.Plants - bad models, you can not do normal, do not insert, put a statue, a waterfall, a swing ....The color of the sky does not correspond to a dark house, or to increase the intensity of the total light (how you illuminate the scene), or the sky map should be darkened to the first version.The intensity of the sun can be increased (again, according to this sky) is not enough sunlight, with such a burning sky.Eugene, I want to note that for a newcomer this work is simply a masterpiece, criticizing, simply because such criticism itself is needed (And how else to grow in my skills?) I myself have just started my first exterior, but have postponed so far - the fluid work on the interiors is a lot , So in theory I know something, I will definitely learn something and practice. If you do not know - you look at the topic on the site, and if not - create a new one. 🙂
Eugene, right now I'll sing. 😁 Only do not take offense, please. I see that you are trying and I want to help you.You say that you paint, I'm also an artist, I learned it from a small age, they say that I even have a good talent (which, you know, you will not spend on drink). The truth is seen more on the sheet in real life (watercolor, oil, pencil, charcoal pastel, etc.). As one forgetful putan said: "Uh, so what am I doing?"😁 And I want to tell you about the mud ...You see, in our business there are 2 important aspects: the first relates to computer graphics, and here, anyway, you need experience in the performance of some specific tasks, everything can not be done at once, simply by the fact that you do not know how. The second is the very artistic vision of the work (layout in the sheet, composition, color spots, etc.)Concerning your work I want to say that I really do not like the angle that you chose, or rather, not the angle itself, but this poorly designed corner fence in the foreground. I do not know what your task is to do exactly this, from this point and with this particular fence, or the work is educational and you can vary it for yourself. Here you need to either change the angle or make a fence in a different way, it's more interesting that you want to look at it, to look at it to attract attention. Here I was in St. Petersburg, look at this fence(It's not even easy to call it a fence). It's clear that it will be difficult to simulate, but you can take something simpler ... Of course, such a model will load your already saturated stage even more. There are options, as it is possible to do similar and through the texture (or rather, the displacement map). The display will load the render, but still the scene will be easier than through the geometry. If you want, I can then tell you how it's done. Well, or remove this fence at all.Still need to work out the first plan, make it interesting, Usco told you about it. Add a flower bed, or flowers which field in a chaotic order to grow, improve the grass. So you will extend your first plan, and the dirt on the second one will simply not be necessary to you at all (especially these are additional polygons).With regard to the very issue of the exterior: for starters it is desirable to choose some reference (picture), which you want to get in the end, and focus on it in your work, step by step working through the moments, searching for the necessary information on how to do it. I've chosen this for my first ex-terrier:This is a concrete lesson, detailing how to do absolutely everything you see in this picture. And, considering that I still do not know how to do anything, this information for the first time is more than enough for me.I hope that my statements are not too harsh and it will help you.PS: Renderstaff will soon expel me from the site for a similar boltavnju.
The Making of Paracete
It may be useful😉
Since no one wants to comment, I'll start.The first and most basic is the materials. We admit logs themselves, they have weak material on them, with poor resolution, the texture of the tree is not readable, it is low contrast, uninteresting, it is not visible veins, the bump is not enough, the whole house lacks depth, contrast. This is very noticeable on the corner near the porch, where there is a thuja - a contrast plant, it feels like it is fluffy, voluminous, and the house is losing against its background. In the same corner under the roof, where the shadow falls, the log material rustles.The roof slope, where it is lined with a lining - one can not see the bump-separating of these small pieces, there is no feeling that these are separate pieces, as on a tile, the impression that this is just not a good texture for a kicking and all. In general, about the whole tree for the house, you can say that the materials are unfinished - there are not enough specific reflections, etc., a plastic house.The plinth is the same for the material, plus there is probably a display used here, which warps the geometry in the corners. In addition, there is a gap between the socle and the house - should it be? It looks strange.The paths there also are poor texture, not elaborate material. Do the geometry, lay out each pebble separately and the road will immediately become real.The flowers that are near the porch, I would sit down around the perimeter around the house.Lanterns - again in the background of bushes look unfinished, they do not have details, facets, ledges, edging - just a cylinder and a sphere, colored by the color of the diffus.The grass does not have enough depth - again, compared to trees, it looks flat, not real, faded, in addition, you can see the obvious tiling of the grass towards the tue.Drainage in my opinion is thin, left dewatering almost at the very bottom, between the first and second logs - there is visible a black edging - something is not correctly miscalculated.The grass behind the fence ends, then the green plane, then the black gap and go 2 D bushes, and too stretched in width. Well, if you closed the horizon, so why not so neatly?The color of the green on HDRI does not coincide with the color of the plants - it seems that autumn is already following the fence. Well, about the alignment of the verticals do not forget - in the last picture the skyscraper falls on the house, soon it will blow it off the face of the earth ...😁I liked how the glasses with curtains behind them turned out and the geometry of the shingles - what did you do with the plugin?In general, only Eber plants look good in the picture. Why? - Study in geometry and materials.
> how to make such a night exterior night lights? What kind? In the picture 4 species - without counting the lights of the city, there is bad visible spectrum, but lurking like metallogalogenki - at the DLR range colder.
Anna, customary spot TAGET excellent job. Especially under the water look good.
More precise effect can be done with the exact model - the lamp housing and omni inside.
Try omni and Target Spot. You can try virey luminous material, and on its basis to make lamps. I do not, but it is theoretically possible. 😁
The attached Picchu obvious overexposure walls of the house, so I would have thought, before you use it as a model.
Backgrounds - pasted a picture of the city, without fitting.
The whole picture - frankeshnteyn
> The guys explain to me why the interiors are obtained very high quality, almost like the picture, and with the exterior any trouble, I can not achieve realism. The point light or materials? With that, sometimes, as if by accident, gets close to reality, and sometimes not at all (as if from the case depends
Ivan, I think you have the lighting is not very much and all for some pale - as if through a gray filter is removed. Sunlight and rassenyany light the sky in an apparent disharmony.
I do not understand yet - then you have a bad texture, whether you postprocessed namudrmili.
> Catherine # 9574, 311 days ago Hello. Please tell me what could be the problem. There is a wooden house from a bar. The bottom and top walls of the house shown in the image in different ways, as if they have different geometry. A wall along the entire height odinakovaya.I more could you tell about the lighting? I have is the sun and the environment. In the picture the feeling that only the illuminated house. What could be the reason? When the light settings make brighter home turns Light Damaged too.
Settings of the world?
The 3D images are usually daytime exterior at least 2 sources - diffuse light of the sky and direct sun light.
In your case, you can try to increase scattered light sky sun light and fasten. The picture becomes lighter, but without overbrights.
Green trees and leaves in my opinion is to further develop - they are gloomy, dirty. You may want to play around with the brightness, saturation textures
If you describe a specific situation, it would be easier to tell. In particular, I do not know you need animation or background for statics?
Judging by the fact that you allow the creation of clouds in Photoshop, I can assume that we are all the same on the statics. If so, then consider the option of even nominally generation cloud does not make sense. The most rational, simple and at the same time a banal way - is to use real photographs. These photos online just swamped. As in a conventional LDR format , and in the HDR . Yes there is, even spherical panoramas , even animated panorama .
What tormented imitation photo to insert it in the background of the scene, when you can just take a good picture?
Perhaps there is some fundamental feature in the task that is in front of you? But then, Please check it😉
Guys, so... if you have time for this... how to get this like lighting?
Small lights along the road: self-luminuos vray + postprocessing in photoshop? or something more serious ?
What about windows? ... I put vraylight into windows, yellowish, not a big intensity 10-15 ... but it renders rubbish. Do I need to turn vraysun off? hdri night map?
Or on the example author has ordinary vraylight and post processing glow in photoshop? Hmmm ....
By the way, gus_ann renderstuff team, thank you very much ... 🙂 I have learned many things from your tutorials.