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paulvmontfort

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Just to warn you, I had exporting issues (memory shortages) when using raytracing for reflective material; but if your pc has the power, and you don't mind waiting a while, it certainly is worth the trouble.

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yeah, that is some excellent stuff you have got here. just thought i'd pop in and give my support!

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Paul... sorry that I haven't reply earlier... I had my hands full this weekend...

Anyway. Let's see.

Yep those are reflections! But they appear to me more like a reflection you get on polished metal, or as some would correct me on a polished conductor as opposed to the reflection you get on dielectrics (like glass) although reflections on water (which is a conductor) are like those on glass, more or less.

Anyway that effect could also be cause by the fact that you look at all reflective surfaces from roughly the same angle. I sort of see where you going here - like flat walls of the office tower, but look at your latest creations curved walls or walls located at different angles - this would make special case for reflective material like the glass. You'll see (even if just subconsciously) difference in reflections at different angles creating that realism you are looking for.

You've mentioned you used Falloff map. In what place? And of what quality? Parralel/Perpindicular? Fresnel? Then you say you have set reflectivity at 20%. I myself find it is better to manage you transparency instead of reflectivity - more transparent material - less light is reflected! And then Falloff will arrange that reflectivity in accordance to viewer's position.

There is one sad limitation on use of the Environmental reflections in Max though, so far as I understand, they only work with perspective cameras - like one you've used in that picture and don't work with orthogonal ones as those used in BAT rig. That means that all the flat surfaces with same normal will reflect the very same spot in any environmental projection (apart for screen one) so to get right effect it will be necessary to model some geometry and texture it with maps you want to generate reflections.

My suggestion will be to test you materials on a model with none constant Normal. Like a cylinder, sphere or our beloved teapot! This way you'll see true nature of material you create and not very specific case. That will let you improve on it much more using just common sense to guide you!

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    @ Simfox, I think I'll leave it up to you to take a look at reflections. I have other things to worry about like solving the render issues. I rendered One Pacific Place, but the render was of a very bad quality and the south and north side of zoom 3 were invisible.

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    Paul, I have actually EXACTLY same problem once!!! Spooky! That time I thought that I wouldn't concentrate on the issue just then, and after another resave of the model (with some additions) next renders were fine, which is in a way pity cause I would like to know what and where causes the problem as to avoid it in future or at least be able to predict where it may acquire, so as to take some precautions.

    With my park thingy first render was also all screwed spatial orientation of FSH files didn't match that of S3D files - they were turned on 90 on Z axis against each other. It is possible manually readjust it inside of SC4MODEL, but good ol' merging into new file works faster and seemingly just as good.

    I can not do much about it as I'm busy with complete reinstall of mine main computer which refuse to start this morning and I'm quite overwhelmed here with work and other stuff. But as soon as I clear this mess up I'll do what I can

    Could you save for me that screwed version of the file - I'll take a look at it later, Ok? I mean SC4Model file with missing Zoom3 Two Views.

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    I've been trying different materials on the Lippo Centre. I came up with a pretty satifying result. I used a bump map to it so the reflections are a bit bent and irregular. I also applyed a gradient map so the towers will be darker at the bottom then at the top:

    pvmlippo01re8.jpg

    EDIT: hmm pretty bad qualilty, I'll post a better one later.

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    Looks great, much better than the previously released version. I really like the texture. Good job!! 3.gif

    Is that area on the ground in the front supposed to be blue glass?

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    The image quality may be bad, but this:

    Originally posted by: paulvmontfort I used a bump map to it so the reflections are a bit bent and irregular. I also applyed a gradient map so the towers will be darker at the bottom then at the topquote>
    ...sounds like two great ideas. On a side note, is it just my impression or have the proportions of that building improved a lot? The support columns appear to be much more elegant now, and the entire building looks less squashed.

    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Nice!
    One of the most iconic buildings of last century!
    And what a good take on it!

    You are spot on with bump map. For the ideal result all glass plats should be individual or in sort of check pattern that way this twisting effect will be clearly defined by the edges and hence making possible modeling "frameless" building - like many of those towers are. But it is rather labor intensive and also heavy on software if all are separate objects.

    I particularly like that you haven’t overdone the gradient - there are plenty of atrociously over the top examples of that around. As one saying go – teach a fool to pray and he’ll crash his forehead.

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    What about using that parks water... the one that just came out???

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    I don't know about any of this reflection stuff but One Pacific Place has turned out well. You've done a great job with the roof. My favourite thing though about all this Hong Kong content is that you guys take the time to really do the base right. You never just drop into the ground. Anyway, it looks great.

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    looks great mate ive got all the previous and you can really tell thwe difference ingame, cant wait for one pacific place though...

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    I LOVE that building and the new texture looks awsome so great work!!! I love how you guys re-vamp your old BAT's

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    OMG thats awsome! All parts! Great work, watching for the download button on STEX....

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    Wow that does look very impressive! i really value buildings that have extra details at their bases. Also, really good texturing! cant wait to see this on the stex 4.gif

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    Originally posted by: bixel Der pure HONG KONG-WAHNSINN!!!quote>
     

    *lol*  44.gif

    Your german gettin' better and better, bixel.

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