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More photo realistic renders


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Hello all,

I have come a long way in rendering on VW, but this is as close to realism as I can achieve. Is this the limit for photorealism on VW? If so, what programs do you recommend for achieving realistic renders, ideally something that plugs into VW?

 

Some questions regarding this render specifically:

1. For the background, I put a photo as a texture and applied it to a rectangle. I am looking through a window, but its coming out washed, not sure why?

 

2. What is the best way to add reflectivity to materials? For example the floor material, is an image I chose, and needs very slight reflectivity, but not sure what method is best to achieve this. Even 1% of the "mirror" selection on reflectivity is too reflective.

 

Any other suggestions would be greatly appreciated. For context, I am using Final Quality Renderworks with most of my textures being images. (Please ignore the yellow hazes on the window and front hood cover, these were logos I blurred out to preserve client confidentiality). NTERIOR_01.thumb.png.d7a984aea998288a517bf1f7c866e54c.png

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I don't think you've hit the limit to what Renderworks can do.  

Things that improve renderings:

-Make sure your textures are aligned on faces of objects in a realistic manner.  I'm looking at your roof trusses and your 2nd story wood.  

-Realistic modelling techniques.  In the real world, objects have material seams, almost never have sharp 90 degree corners, have connectors.  

-Textures themselves have imperfections and don't look like they repeat.  Do some reading online about PBR textures and how they are built.  Not all aspects of PBR are achievable in Renderworks but you can apply some of them. ie. you can assign an image map to the reflections that will adjust how things reflect based upon the grayscale values in the image.

-Are you using soft shadows, global illumination, and motivated lighting?  I can't tell where the shadows on the floor are coming from, and they look pretty sharp.  There's a lot of light coming up out of the second story, where is that coming from?  You're correct, the outdoor looks pretty washed out even though the photo looks like a sunny day.  Is it a light emitting texture?  Looking at photographs of real spaces is a great way to really study light and see what "looks real."  Global illumination can go a long way to letting light bounce around for a while and mimic how rooms fill with light.  

 

These are all things you can do in renderworks without going to a different program.  Software like Twinmotion, Cinema 4d, Lumion, they will have quicker/better access to a lot of these features, but in the end you will benefit most from understanding the concepts first.

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Or you can export the model into Twinmotion (free) and get output much more to your liking in about one-tenth the amount of time.  With VW, the effort-to-reward ratio is not especially efficient.  I gave up when I tried to import textures into VW and realized that the rendering engine doesn't support the texture categories and settings associated with many other render programs.

 

Sorry to sound contrarian, and hopefully this doesn't come off as criticism.

 

 

 

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@mikeakar You may want to check the scale of your bricks.  To my eye, they seem a little large.  Also, the black of the table legs and posts in the center feels better than the black of the stairs, light fixture, and table along the window.  Is it the same material?  When the black gets too black (without reflection), it makes that area look fake and flat.

 

Also, I would like to see if you can adjust the wood textures (per face) so that the grain aligns, especially at the trusses.  There is something a little quirky with all the wood at the ceiling. 

 

Overall, you've done a much better job in VW than I could ever do!

 

 

 

 

Edited by cberg
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4 hours ago, mikeakar said:

What programs do you recommend for achieving realistic renders, ideally something that plugs into VW?

Lumion

You still need a pc but it plugs happily into VW and produces good results very quickly - great results with more effort, finesse and care.

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10 minutes ago, Jeff Prince said:

Or you can just play AI roulette until it kicks something passible out 🙂 

Jeff, thank you for your thoughtful replies. I am looking into what you mentioned. I'm not familiar with AI apart from the one built into photoshop. What is an AI software to look into for rendering? Would you just be able to write prompts with this image as a reference?

Edited by mikeakar
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5 hours ago, Benson Shaw said:

Final Quality Renderworks is not the highest quality available in vwx renders. Use the Custom option and explore effects of the variables therein. 
 

-B

Agree and would start with lighting options.

if the OP gets that right then how much set dressing required will reduce a lot. 

 

I think the image would have a big win with the right global illumination to get a proper dynamic range and logical shadows.

 

your eyes always want a proper white point and a black point. No white point and your brain reads it as gloomy or fake. Glare can be your friend to push the eye to what you want to them to see.

 

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I use Enscape - it's effectively a plug-in which gives you a somewhere-near-photorealistic (terms and conditions apply) window into your VW model. It's an investment, but then it's *incredibly* useful; I don't just "do renders" with it but my workflow (mainly domestic, mix of new-build and alterations/retrofit with individual clients) incorporates it as much as possible. So - once I've got initial sketch proposals I'l get clients in front of the screen and walk them through them using Enscape, which gives textures which feel familiar and realistic, gives accurate daylight/sunlight etc, and hence a much more understandable (to the untrained eye - eg the average client) environment.

 

This isn't knocking Renderworks (which as the OP shows can give impressive results) but to applaud the way VW works with Enscape to allow a combination of accurate modelling on screen with immediate opportunity to make changes and see them in the visualised  result.

Edited by MogTheSmilingCat
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You couldn't pay me to waste time waiting for the offline renderer in vectorworks... I highly recommend enscape, as it has the unique ability to put its assets in the VW model - so when you open enscape, everything is there - almost gives you the feeling of not leaving vectorworks... Plus there new ai enhancer is actually darn good.

Twinmotion is also awesome and free - the attached pic is a Twinmotion render.

Enscape and Twinmotion have learning curves, but the near instant results and image quality are 1000% worth it IMHO.

 

 

Image1_000.png

Edited by Ross Harris
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What I miss more than anything in Renderworks is realtime rendering, that is, the ability to show the result of actions almost instantly, or at least giving a hint where things are going. This is especially important for me, as I typically generate huge volumes of product presentation images and simple videos, where I usually spend less than ten minutes on preparations and renderings per object to get a decent result, and perhaps twenty minuts on a five second animation. Such a fast workflow makes a huge difference. That is why I very seldom use Renderworks.

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@mikeakar  First of all, let me say "nice work".   There is nothing really wrong with your rendering, more than it could be stepped up a notch if that was required.  Certainly good enough for most, but I realize this may be for your own personal learning curve.

 

Interior renders are significantly more difficult than exterior.  Normally exterior can be solved with a single setting in many applications.

 

As natural light bounces a million times a second in real life, it is difficult to recreate.  In programs like CINEMA 4D, you can put in many bounces, and GI lights with different settings, Ambient Occlusion, and a personal favourite of mine "Diffusion".  Diffusion would pop those bricks out.

 

But, you can achieve much, if not all of what you want by using a lot of point lights with limited strength.  There are many tricks (more than I know) to get realism.  One is build your own textures in Pshop for specific walls, so it appears like ambient occlusion.

 

There is an image below that is a quarter century old.  it was mostly modelled in VW's 8.5 and 9, except for the ornate column tops.  It was then transferred to C4D via. the DXF out.  It only uses many point lights as I spoke of.  What appears like Ambient Occlusion was built into the textures.

 

Grandrailwayreduce.thumb.jpg.59de6f3983f2bbb42feadbb26a8ea606.jpg

Edited by VIRTUALENVIRONS
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1 hour ago, Dave Donley said:

If you haven’t yet, choose Redshift Exterior Interactive, or Redshift Interior Interactive render styles.

Yes, these are designed for interactive preview of the rendering as it progresses.

Use these to get a feel for where the rendering is going then stop before it completes and make adjustments as needed.

Then use the same settings just turn off IPR in the settings to get a faster result for the final render.

 

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  • 2 weeks later...

@mikeakar Fake it ...

 

Look at the attached Photo - found as a quick look on the WWW

    Why is it realistic ? - Lighting  / shadows / reflections...

 

For added realism, we often take and use real photos (as you mention) for textures. Brick photo, not the built in brick texture. Take this photo, for example and work to create a brick wall Image from it. (Used in the Color Shader component of a Texture). Do this Outside VW. You will get the brick, the lighting and the shadows without the need to create and test those items in VW. (Your talents would need to be in the photo editor). In VW, controlling / modifying an Image Texture is easier than the work needed with lighting.

 

Use reflections sparingly. Table Tops only, for example, while the vertical sides are a simple color. Even the bricks could have a different texture for the front / back surfaces vs the left / right. Duplicate the Brick Texture and apply there. Darken this brick image texture with the Filter Color - Use Chosen Color option.

In VW you are able to imbed (ie:Fake) the Reflections inside the texture.

 

@cberg has it right with black - we use an image for black, not a color and it is usually a dark grey - looks real, while all black textures disappear. In general we use an image of a solid color, vs a color from the attributes pallet. It helps when attempting to match a client or sample color, Screen shot, even a tiny one, does the trick.

 

Another easy trick texture plain items. Utilizing a basic image in the the texture plus a color - in the carpet for example - where one may think it is visually uniform. Use a photo of cheetos. Turn it into a B&W image and use in the Texture - Color - Image. Then adjust the desired color with the Filter Color - Use Chosen Color option. Inside VW the Image Effects also allow for additional control (This is one great feature in VW !). Adjust the Texture Size if needed.

   We find that nothing in reality is free from some sort of texture.

 

Always use (... and play with) the Ambient Occlusion - 

 

Peter

Brick Wall.png

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