Nico_be Posted February 6, 2018 Share Posted February 6, 2018 Hello, I need advies about the rendering in attachement.. I think there is a problem with light, the image is unatural but i can't explain why.. Or I've to accept the limit of Renderworks? Of course i can increase the definition (here at 150dpi), the grass wil be mor fine but it increase the rendering time and I think it's not nessary. Look at the print screen for parameters of lights, in the scene I only have an Heliodon, nothing else : The discussion is open :-) Quote Link to comment
zeno Posted February 6, 2018 Share Posted February 6, 2018 Try to activate the indirect light, 4 rebounds for external maximum 8, add an hdri background 1 Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted February 6, 2018 Vectorworks, Inc Employee Share Posted February 6, 2018 3 hours ago, Zeno said: Try to activate the indirect light, 4 rebounds for external maximum 8, add an hdri background Agreed. I would also tone the short grass down a little, it is VERY green and often realistic grass is more grey or brown. The taller grass you have looks good. Adding Indirect Light and environmental reflections and lighting from an HDRI sky will make a big improvement. This page has a lot of free ones, I use it on occasion:http://hdri-skies.com/ Quote Link to comment
Nico_be Posted February 6, 2018 Author Share Posted February 6, 2018 Ok, thanks. I've modified the setting. I'll post the result when the render will be ready. Quote Link to comment
Nico_be Posted February 6, 2018 Author Share Posted February 6, 2018 Here is the result of the adjustement : The grass has been modified, but now it's too grey.. I've to find the best colors. HDRI background and indirect light with 3 rebounds Do you think it's better? 1 Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted February 6, 2018 Vectorworks, Inc Employee Share Posted February 6, 2018 I like the way its going! My recommendation for working with grass color: You may want to disable all classes or layers other than the renderworks background, helidon/lights, and the object that has that particular grass shader texture applied to it. That way you can alter the color and render it much more quickly than rendering ALL the grass in the scene, while still getting a pretty good idea of how it will appear in the final. Quote Link to comment
zeno Posted February 6, 2018 Share Posted February 6, 2018 Remember that you can set the light, the reflection and the background from 3 different backgrounds.. but yes: in my opinion is better. You have a very good grass settings. May I ask if you could share some texture? Quote Link to comment
Nico_be Posted February 6, 2018 Author Share Posted February 6, 2018 3 minutes ago, JimW said: My recommendation for working with grass color: You may want to disable all classes or layers other than the renderworks background, helidon/lights, and the object that has that particular grass shader texture applied to it. That way you can alter the color and render it much more quickly than rendering ALL the grass in the scene, while still getting a pretty good idea of how it will appear in the final. Yes it's a good idea, i'll do a few test with some mix grass color. I've tried a method to approach real natural color : To take a photo and in an image software, pick the RGB code of two green grass colors . But without fantastic success.. Quote Link to comment
Nico_be Posted February 6, 2018 Author Share Posted February 6, 2018 8 minutes ago, Zeno said: You have a very good grass settings. May I ask if you could share some texture? Yes, of course, wich one? Quote Link to comment
zeno Posted February 6, 2018 Share Posted February 6, 2018 33 minutes ago, Jab_be said: Yes, of course, wich one? All one? Quote Link to comment
Nico_be Posted February 7, 2018 Author Share Posted February 7, 2018 In attachement, the file with some grasses, don't forget to water the plants from time to time :-) Grass_Collection.vwx 1 Quote Link to comment
zeno Posted February 7, 2018 Share Posted February 7, 2018 5 hours ago, Jab_be said: In attachement, the file with some grasses, don't forget to water the plants from time to time :-) Grass_Collection.vwx Thank you! And don't worry! :-) Quote Link to comment
HEengineering Posted February 7, 2018 Share Posted February 7, 2018 (edited) 10 hours ago, Jab_be said: In attachement, the file with some grasses, don't forget to water the plants from time to time :-) Grass_Collection.vwx Jab_be, Quick question here, as the grass looks great. I notice that when rendered the VW shows the actual grass growing out of the pot. When rendered in open GL or looking at the design layer there is none shown? Seems to be tied to the customer rendering style? Just curious as to why that is? I would like to understand how? Then again most of what we do here open GL is about as far as we need to go. Edited February 7, 2018 by HEengineering Quote Link to comment
HEengineering Posted February 7, 2018 Share Posted February 7, 2018 Ahh I see now with the grass shader in the texture. Man so many ways to make things work in a render. Quote Link to comment
Nico_be Posted February 7, 2018 Author Share Posted February 7, 2018 Yes, you must apply a rendering to see the grass. Look at the viewport. Quote Link to comment
Guest Selin Posted February 8, 2018 Share Posted February 8, 2018 To shorten the rendering time a bit, instead of using the grass shader I would use a grass image and add bump with parallax to it. Not for the long grass but for the short parts. Especially the parts that are further away from the camera. That way you can also better control the color and get it more realistic I think. Quote Link to comment
HEengineering Posted February 8, 2018 Share Posted February 8, 2018 (edited) great idea! Edited February 8, 2018 by HEengineering Quote Link to comment
Nico_be Posted February 8, 2018 Author Share Posted February 8, 2018 1 hour ago, Selin said: To shorten the rendering time a bit, instead of using the grass shader I would use a grass image and add bump with parallax to it. Not for the long grass but for the short parts. Especially the parts that are further away from the camera. That way you can also better control the color and get it more realistic I think. Do you have a example to test? All my tests with parallax were no convincing.. Quote Link to comment
Guest Selin Posted February 8, 2018 Share Posted February 8, 2018 I made a stupidly simple example. Because I don't have much time and also, y'all are probably much better than me using Renderworks and tweaking textures. I just loaded a tile-able grass image to both image and bump shaders, and left the parallax at %50. I'm sure with different images and different parallax&bump strength values you'd get better grass. Mine's not that interesting. @Jab_beI'm sorry, I had some examples from customers but can't find it on my computer. PS. This technique works pretty well with shaggy carpets and such. Quote Link to comment
Guest Selin Posted February 8, 2018 Share Posted February 8, 2018 This might be a better example: Textures_-_Grass_w:_parallax.vwx Quote Link to comment
Nico_be Posted February 8, 2018 Author Share Posted February 8, 2018 Yes, that's much better than my own tests with parralax. Rendering time is shorter and the result is good on large and background surface. I think i'll duplicate it, add grass shader for the foreground. Quote Link to comment
Nico_be Posted February 12, 2018 Author Share Posted February 12, 2018 Between the first and the second image, there is 8Hours of rendering... Both rendering style have exactly the same parameters, except reflection. 4 reflections for the first, 0 reflection for the second. 4 REFLECTION : 8Hours and 30 minutes rendering. 0 REFLECTION : 30 minutes rendering. Quote Link to comment
Guest Selin Posted February 12, 2018 Share Posted February 12, 2018 Yep. Because you have a lot of geometry in the rendering (because of the grass blades) it would take pretty long to calculate reflections. Quote Link to comment
Nico_be Posted February 12, 2018 Author Share Posted February 12, 2018 2 minutes ago, Selin said: Yep. Because you have a lot of geometry in the rendering (because of the grass blades) it would take pretty long to calculate reflections. Yes of course, I Know. And it's because I test a lot of rendering style to find the best for me. Quote Link to comment
Andy Broomell Posted February 12, 2018 Share Posted February 12, 2018 When I use indirect lighting, I tend to turn off Emit Indirect Lighting for textures that are applied to super complex geometry such as plants, grass, 3D figures, etc (as long as it's not detrimental to the rendering). Saves some time. 2 Quote Link to comment
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