i want to share with you a rendering of what could be a future work to do in my house. i'm working on this from a day, and i'm pretty sure that final rendering will be better, and will also need some post-process with Photoshop. Any suggest to make grass and pavers more "deep"? like some sort of tesselation effect...thanks in advance
Rendering of future works (maybe)
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Rendering of future works (maybe)
Hi,
i want to share with you a rendering of what could be a future work to do in my house. i'm working on this from a day, and i'm pretty sure that final rendering will be better, and will also need some post-process with Photoshop. Any suggest to make grass and pavers more "deep"? like some sort of tesselation effect...thanks in advance

i want to share with you a rendering of what could be a future work to do in my house. i'm working on this from a day, and i'm pretty sure that final rendering will be better, and will also need some post-process with Photoshop. Any suggest to make grass and pavers more "deep"? like some sort of tesselation effect...thanks in advance
Re: Rendering of future works (maybe)
to have that "look" in SW3D you would need to add a bumpmap to your grass and pavers textures which, to my knowledge, is not possible in this software.make grass and pavers more "deep"
An alternative would be to import grass and pavers in obj or other supported file format as furniture and place where necessary.
Re: Rendering of future works (maybe)
Sorry for the wrong attachment. Here's the link: http://www.freeimagehosting.net/newuploads/csvvh.jpg
Re: Rendering of future works (maybe)
Giuseppe,
That is a rather nice picture.
Maybe you could change the time of day, so there is more light in the image.
Hans
That is a rather nice picture.
Maybe you could change the time of day, so there is more light in the image.
Hans
Re: Rendering of future works (maybe)
@Lynn22: thanks for your suggests. i already tried some poligonal grass from sketchup models, but nothing really satisfied me. everything seems so flat, or even unreal...
@Hansmex: Hi Hans, i'm glad you like the picture. i've tryed rendering other day times, but the scene seems even most unrealistic on 12 AM or others. is there a way to have more control on Sunflow parameters? do you have suggestion too for a more tesselated grass? thanks!
@Hansmex: Hi Hans, i'm glad you like the picture. i've tryed rendering other day times, but the scene seems even most unrealistic on 12 AM or others. is there a way to have more control on Sunflow parameters? do you have suggestion too for a more tesselated grass? thanks!
Re: Rendering of future works (maybe)
Baddemon, I understand what you mean, in which case I would suggest that you get one of those "nature" 3d softwares like Bryce or Carrara or Vue and import your house into one of those programs where you can add bump maps or normal maps to your pavers and reasonably good grass and plants and trees for a realistic look.
Re: Rendering of future works (maybe)
What is the geographical location of your house?
How is the orientation of your house, in other words: where is North.
Using the compass, you can change these parameters. SH3D takes into account whether your house is on the North Pole (6 months dark), the date (summer or winter makes a big difference when you live high in the North or deep in the South).
How is the orientation of your house, in other words: where is North.
Using the compass, you can change these parameters. SH3D takes into account whether your house is on the North Pole (6 months dark), the date (summer or winter makes a big difference when you live high in the North or deep in the South).
Re: Rendering of future works (maybe)
Hans, i've changed the North position and daytime as you suggested. Here's the render: http://www.freeimagehosting.net/2r49t
As you can see, all seems really plastic. After changing some textures the final result improved a lot, but i'm trying to have a more realistic grass in Blender (there's a thread on the bar section of this forum), with no luck because when exporting to .dae i lose textures and hair that simulates the grass. Other suggest? Thanks!
PS: what is the difference between step 3 and 4 of the rendering presets in SH3D. i see a less aliased images, but a lot more sharpness...
As you can see, all seems really plastic. After changing some textures the final result improved a lot, but i'm trying to have a more realistic grass in Blender (there's a thread on the bar section of this forum), with no luck because when exporting to .dae i lose textures and hair that simulates the grass. Other suggest? Thanks!
PS: what is the difference between step 3 and 4 of the rendering presets in SH3D. i see a less aliased images, but a lot more sharpness...
Re: Rendering of future works (maybe)
Giuseppe,
Q3 and Q4 both take light and shadow into account, and give a much better result than Q1 and Q2. Of course they take longer to render.
Q3 uses a simpler model, gives a rather good quality, and is relatively fast.
Q4 is a bit better, uses a completely different rendering algorithm, with a slightly higher quality, but with longer rendering times.
It depends on your needs, which of these two is preferable.
Use Plan --> Modify compass and change Latitude to a lower number. Latitude 50 corresponds with approx. Brussels or Amsterdam, but if you change it to a lower value, you will "move" further south towards the equator. This will result in shorter shadows, more light in general, and (maybe/hopefully) a better result.
Hans
Q3 and Q4 both take light and shadow into account, and give a much better result than Q1 and Q2. Of course they take longer to render.
Q3 uses a simpler model, gives a rather good quality, and is relatively fast.
Q4 is a bit better, uses a completely different rendering algorithm, with a slightly higher quality, but with longer rendering times.
It depends on your needs, which of these two is preferable.
Use Plan --> Modify compass and change Latitude to a lower number. Latitude 50 corresponds with approx. Brussels or Amsterdam, but if you change it to a lower value, you will "move" further south towards the equator. This will result in shorter shadows, more light in general, and (maybe/hopefully) a better result.
Hans
Re: Rendering of future works (maybe)
Guiseppe,
another tip would be: avoid the 12oclock noon setting. best pictures with warm light are beeing made at 9am and 17pm.
noon is brightest sun. total overkill and simply too white.
macfrog
another tip would be: avoid the 12oclock noon setting. best pictures with warm light are beeing made at 9am and 17pm.
noon is brightest sun. total overkill and simply too white.
macfrog
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