Friday, June 21, 2013

Project 2B: Interior Rendering




Project 2B: Interior Rendering, Work In Progress

Phase 1: Organisation of furniture into the scene.






















It will be more convenient to insert furniture by removing the roof first. 








































PHASE 2: PHOTO COMPOSITION
CAMERA SETTING



4 Camera Scene.





Setting of parameters for camera. Adjust:
(a) Lens 
(b) FOV



Phase 3: Organisation of artificial lighting and natural sunlight (sunset) into scene.




Adjust:
(a) Photometric Web Distribution
(b) Colour
(c) Intensity




Adjust the natural sunlight source position manually.



Test render to see the effect of lighting.

SCENE 1








SCENE 2









PHASE 4: MATERIAL
TEXTURING AND UVW MAP

Material Editor: Bitmap.


Adjusting the UV offset and tiling.


Material Library.


PHASE 5:
RENDERING

At first, select low resolution of output size before collect the final gather precision.


Under INDIRECT ILLUMINATION,
Select "Incrementally Add FG Points to FG Map Files"
and Generate the Final Gather Map File.


Adjust the resolution back to the resolution I wanted. (1000 x 750) (Final Render resolution)

Select "Read FG Points Only from Existing FG Map Files" instead of
"Incrementally Add FG Points to FG Map Files"


Next, Render.

The renderer will reuse the Final Gather Precision that gathered in low resolution of image,
to render the high resolution of image.


PHASE 6: VISUAL ENHANCEMENT
POST PRODUCTION TOOL























Friday, June 7, 2013

Project 2A: Exterior Rendering (Work In Progress)

1. CREATING SITE CONTEXT: CONTOUR


At first, create a plane with 100 times 100 segments on it.
Modifier List > Edit Poly > Vertex > Soft Selection > Tick Use Soft Selection.
Adjust Falloff, the higher it is, the larger the area being selected when we select one vertex (as shown in the image above).
Pull the contour in Z-direction to your satisfied outlook.


2. ADDING VEGETATION


Vegetation can be added through:
Create > Standard Primitives switched to AEC Extended > Folliage.


3. LAKE WATER SURFACE


Create a plane as water surface.
Place at the level where it should be at.


Material/Map Browser > Liquid > Tropical Blue.
Adjustment: Color, Wave Height, Reflection Glossy Samples, Refraction Glossy Samples and Override Refraction Depth.


The water surface is a plane. It will cover any other area at the same level where you place it.
So, part of the courtyard is covered with a surface of water actually. 
To remove it, create an object with area as exact as the courtyard. (extruded as an object, 1 floor height)

BOOLEAN the water which is not supposed to cover the courtyard.
Compound Objects > Boolean > Pick Operand B > Pick water surface > Tick Subtraction (B-A).


Inner courtyard with no more water covered on top.


4a. MATERIALITY


Besides getting a very nice texture material jpeg file for bitmap purpose, by using Photoshop, create a bump jpeg file for the material.

Turn the texture into black and white and adjust the Level.




Special Purpose Maps > Bump > Bitmap the bump image that was adjusted using Photoshop.
Adjust the level of bump.


UVW Map
Modifier List > UVW Map 
Adjustment includes:
Length, width, U tile, V tile and W tile.
This is to adjust the orientation of texture to be presented on the surfaces of object.


First test rendering on the wooden deck's material.
Reflectivity and glossiness should be adjusted to zero.


Material/Map Editor > Reflectivity > Adjustment.


Second test rendering on the wooden deck's material.


4b. MATERIAL ASSIGNED TO DIFFERENT POLYGON OF A SURFACE

Material Editor > Arch & Design > Material/Map Browser > MULTI/SUB OBJECT.
Set number of materials.
Sub-material > Choose bitmap of material you want.
Click the object > Edit Poly > Select Polygon.
Choose one polygon.
Polygon: Material IDs > Set ID: assign ID number as in the Multi/Sub Object of Material/Map Browser.
Assign material.


5. GRADIENT BITMAP: CONTOUR (Soil and grass mixture)


Main Material Parameters > Diffuse > Color.


Material/Map Browser > Gradient.


There is 3 material to be filled in.
Fill in the bitmap of soil and grass image.
Testing the order by rendering. Sequence should be adjusted.


Now the sequence isn't correct. Middle point is the bitmap of soil and following with grass spreading out.
The correct sequence should be the inverse one.



Modifier List > UVW Map > Cylindrical Gizmo.
Adjust the location of cylindrical UVW Gizmo and size of it.



Gradient order is successfully adjusted. To be improved by adjusting tiling.


6. SETTING UP CAMERA VIEW


7. LIGHTING 



Create target light.

Light > Photometric Light > Object type: Target Light.

Light distribution (Type) > Photometric Web > Distribution (Photometric Web) > Choose photometric file >
Choose .ies file downloaded > Open.

X,Y,Z rotation, Colour and Intensity to be adjusted according to realistic scene.


8. MR SKY PORTAL

Draw a mr Sky Portal plane and pull it above the building to add non-target light source.
It could be rotated and moved.


9. DAYLIGHT

Create.
Control parameters > Manual.
Manually adjust the position of sun.