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paulvmontfort

hkabat-forum-threads PaulvMontfort's Showcase

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Lol!

its actually being done!

this is actually a cool building, and I have some ideas for it in my cities...

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*lol* @Simfox 9.gif

@mcarch: Yeah, the base is missing. This will be the hardest part, because the base is mostly unfinished, paul need a lot of phantasie for that.

@paul: Maintower is amazing ! Great work.

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Ugly, yet turned into another beauty...its like that ugly duckling story with a touch of paulvmontfort. It will be a beautiful centerpiece of a hotel resort or even a downtown

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I think it is a good example! Not for the building itself but for all people who rush with comments and often not based on anything but their prejudices and preconceptions! If it is from North Korea - it MUST be ugly and bad and etc, etc... Sad really sad.

I think it s a lovely and absolutely impractical in fast array of circumstances white elephant, and I love just for that!

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I like the design and, always had, but as it's North korean it was bound to stop in the middle of it all and turn into a rotten concrete lump.

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I never think this building can be this bueatiful. Looking forwards to see the base complex of it. Good job, paul

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looking good so far. The reflection at the middel seems a bit odd to me, but i am just assuming its a draft rendering. Keep it up my friend.

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I guess I'll be singing our of choir again... since everybody went ballistic with the ecstatic comments about glazing...

I don't quite like it to be sooo total. It hides/kills the shape of the building. We know shape very much bey shadows light paints on it this is true even in real world, but total in 2d representation of it be it painting, photo etc. Glass especially so reflective makes it very difficult if not impossible for proper shading to occur. This is one of the reasons I'm not huge fan of architecture of certain period when this sort of facades were all the craze. I my mind it kills what architecture is suppose to be. I'm not commenting on the execution of the job here. But generally on the nature of facade. I guess it would be a bit different as in real world those panes covering actual windows might look somewhat different to those covering the concrete wall. Also it become too light, I sort of liked it mammoth scale and weight, but then again it is just one vision of unfinished project...

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I don't know why, but that building makes it seem as if it's see through, it's not so substantial. I think you'd have to break up the glass a little, give it more variety than just a blank, blue wall.


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    i did make the concrete walls behind the glass to get different tints on the glass, but for the render i've hidden them because else i get this:

    ryugyong05ga4.jpg

    it only happens when i make the windows transparent! weird and annoying.

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    thing with glass and generally any materials that use reflections is that often they are renderer specific, and even renderer version specific.

    V-ray wouldn’t work correctly with Ray-Trace materials, Mental Ray wouldn’t see V-ray mats, Scan Line and V-Ray would ignore all Mental Ray materials and it goes on and on!

    So it is difficult or even impossible to port them. You may have to build your own that will work with your setup. To do so you have to clearly realize what do you want it to look like. Then analyze what builds this look and recreate this bit by bit. It sound apocalyptically difficult at first, but it really isn't.

     

    To start you on you way here is excellent Tutorial/theoretical class ARCHITECTURAL GLASS by TED BOARDMAN

    Browse through the site! It has a lot to offer!

    and here is great shot showing how it is actually done in real life construction:
    1.jpg

    See the glass used is all same but the difference what behind it affect look of it great deal. So one way to do it in BAT is to emulate this method. This will give you total freedom as to how to do you nightlighting later on.

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    that is exactly what i did Simfox. If you don't mind i can send you the file so you can see what's wrong yourself because apparently it's to difficult to explain but i'll try again.

    in the last render i posted you see a glass fasçade with the concrete walls behind it. Were there are windows, there are holes in the concrete wall. Somehow the whole thing looks very wrong as can be seen in the render.

    EDIT: Only scanline has this problem so I'll be using Mental Ray from now on. Simfox, do you have some basic settings i should use to het optimum performance, I'm fairly new to mental ray and I don't know yet how it works.

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    wow the no glass looks awesome! when you upload this release two versions!

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    Skyfire2275: and ALL shall love it and despair!!!

    Paul:

    Ok let's try to fix the glass, but I'm sort of leaning towards the Shinnie02 idea of making two versions - one with total gazing and one where only windows glazed and rest is granite, or some such, plated. and even may be one as unfinished raw concrete...

    Anyway did you read Ted Boardman's article? the beauty of it that it actually shows you basic structure f glass material often hidden behind the facade of the proprietary materials of various rendering engines. Also it gives A LOT of control over various properties of the glass. As he said in this piece and also often during his lectures he is not after realism, but after impact! As for MR settings, it is a bit tricky... as I don't have access to your version of max and MR... May be if you go to your FG settings page and make screen shots of it and send them to me I can try to see what's there, ok?

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    good choice!

    but there is still something amiss, quite a bit I would say...

    First of all I don't see any shadows... I see something that could be qualified as Ambient Occlusion but not shadows. There is quite a bit of noise, but that isn't all bad - great way to kill two birds with one stone - get rendering time down and also bring variety to the flat surface.

    You'll get best results from MR with it's new proprietary ArchDesign materials.

    On Autodesk site there were some presentational videos about MAX download and watch them - they will give the essence on new things in this version.

    Another thing how do you set you background? It doesn't seem to influence your model....

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    There is quite a bit of confusion in the field due to the fact that different rendering systems call same things different names. For instance Global Illumination and indirect Illumination, generally this is one and the same. Although it seems that MR treats GI as something purely photon based as opposite of FG (Final Gather). But these are semantics.

    FG is the right (for the occasion) way to do Indirect Illumination here. FG uses different algorithms to proper photon based GI and originally was developed as just a "smoothing" add-on for blotchy looking photon-based GI. Since then, however, FG came into it's own. Similar approach to GI had also become defacto standard in another rendering engine V-Ray where it is know as Light Cache.

    MR3.5 has handy preset for FG. Draft setting gives very fast overall impression of light in the scene, it is sometimes not too accurate. Although overall significantly lighter then, say, Medium distribution of light and shadow is sketchy. It may work in some instances and not in the other.

    One quite important setting is a number of bounces. More the merrier! But IMHO values higher then 3 do not bring any noticeable effect on BAT scale, but every additional bounce adds to the render time. The relationship isn’t very linear though. Increase in FG calculation stage may be (as it seems to me) be somewhat offset by faster final render because of better FG.

    Anyway, Paul, if you have any particular questions let me know!

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