hi. your work is very good. i like this. can you tell me about where is the setting light cache?? i can't find . tanx a lot
Really nice render. I have some things to ask because you seem to be the only person I have heard that spoke very clearly about LWF workflow. What do you save your images in before transferring to Photoshop - exr? When you transfer via exr I find the image comes into Photoshop washed out do you then need to apply gamma correction and is so what value do you use to corrrect the 2.2 gamma? Or do you just do it by eye? My trees (from Xfrog) seem to come with very dark shadows within the trees themselves even I have tried adding some traslucency etc to the leaves. Trees in real life always seems much brighter than I can get in Mental Ray. Is there something I should do to get them right?
Excellent making of! I love the quality of the landscaping elements!
Do you have any recommendations for books / references / tutorials for understanding texturing in Vray/3ds Max?
What machine configuration do you use? and also how do you transfer your post between ps and after effect?
I always wandered, how long does it take from start to finished renders for this quality pictures?
I really love the mood of the renders. Great work.
Can you perhaps share the link to that rock generator script?
I have a quick question about the use of fall-offs in you reflection. You plugin a desaturated material into a fall-off map for you reflections is there a reason you do this....Does it achieve more realistic reflection?
@NigelStutt the only missing step to complete the lwf process is to activate the srgb button in the vray frame buffer.
This will allow you to save the image with true color in any format. =)
@Jorge Ramirez Larios I do not use AE , is magic bullet inside PS.
@yhjul The indoor lighting is comprised of three types sphere lights with a yellowish hue.
@bwhammond The use of fall off FRESNEL with desaturated texture in the reflections is for more phisical-realistic result, the fall off fresnel increase the reflections according to the angle of incidence.
@RenderCad Thanks so much for your response, I'm thankful for you and Ronen helping with the Arch viz community
Lasse Rode takes Unreal Engine for a good spin as he strives for photorealism using a real-time tool. He does this... more