View Full Version : WIP arch vis: farmhouse
12-01-2004, 03:50 PM
First testrender for a new project: a 19th century farm needs to be renovated, including making a big garden in the courtyard. Comments are much appreciated, but be gentle, it's still at an early stage :)
12-07-2004, 06:26 PM
hm...no comments? Okay, than don't be gentle, just say something!
An update. Please ignore the overkill Photoshop work I did. Any input is much appreciated.
12-07-2004, 06:32 PM
Forgot to ask: Has anyone got a nice bumpmap for me to share, I searched the whole web for rooftiles like this:
Thanks in advance!
12-07-2004, 06:46 PM
Looks ok for a first test render. I don't like the blur and those trees are pretty ugly.
No bump map will save you, because the roof is 40% of that image. I'd model it, low poly.
Here's a tutorial on how to do it in 3dsmax. Same principles apply to C4D, give or take a specific tool:
Keep it up!
12-08-2004, 07:37 AM
Thanks for the tutorial Twilight! I'll have a go at it than.
12-08-2004, 02:16 PM
Could you do the tiles with SPD and a well thought-out map? Half-question, half-suggestion I guess.
And the ground has some issues. Twilight posted an image in the "For Those Wishing..." thread that had some really nice grass, and he was kind enough to show how he made it (albeit, with VRay).
Regarding the DOF, there are a lot of nice techniques for generating depth maps that might look a bit more subtle and realistic.
12-08-2004, 02:47 PM
*sob* whish I had release 9, SPD would be the obvious solution...Thanks for the grass tip, guess I will dig in the huge pile of posts (493) in the 'for all those...' thread, grass is one of the many things that comes up in almost every arch vis and it's damn hard to get it look good.
Depth MAPS??? waddoyamean? (I'm a photoshop illiterate)
12-08-2004, 03:23 PM
A depth map is a grayscale image that contains z-depth information for the scene (i.e. where objects are in the scene.) Then you use the image as a mask for applying blur in Photoshop. Here's one thread about doing it in Photoshop:
As for creating the depth map, if you have AR you can render one from multipass (I think). If not, there's a trick using an environment object and an all black material on everything. There's a tutorial on it somewhere.
Edit: Actually, in r9 without AR you can render a depth map ... I don't know about earlier versions. It's just "depth" under the multipass options. Objects in the foreground are whiter, and objects in the background are darker. If you use it directly, only objects in the foreground will be in focus, but you could tweak the image (maybe make a second layer and invert the image, then mess around until the building was white and both foreground and background were dark).
12-14-2004, 07:38 PM
This is a very lonely thread people...:sad:
There's still a huge to do list to complete, in designing as well in visualising this house. Don't like the concept, but it's fun to make.
I know, the tree is way too big
12-14-2004, 09:13 PM
Those trees in the last image should be a quarter of the current height. They should be about 10ft tall.
12-14-2004, 09:16 PM
I'm thinkin it looks like a miniature model. Not sure how to remedy that, perhaps the lighting needs some work. I'm not buying the grass either, the house appears to be floating above it in certain areas. Anyway, keep us posted, the second pic is alot better than the first! :)
12-14-2004, 09:47 PM
You need very little depth of field blurring in exterior medium to long distance shots. Take a look at some real photos. Everything between a couple of metres from the camera and the horizon is in focus. You would only see blurring if you were looking through something (like your leaves in the first shot) at something further away. Depth of field is much more significant in close up shots.
12-16-2004, 12:14 PM
The above links are new updates. Lighting is getting a lot better I think. Please ignore those damn ugly hedges :shrug:
There's no postwork right now, that's for the final renders, which will take al LOT more tests...
12-16-2004, 02:32 PM
I think the roof material is what is throwing me off. You might want to model that instead of using a map. It is such an overwhelming part of the scene, and if you want it to look more realistic you may want to model and pattern those. The arched door looks a little fishy also. Does it have a handle? Looking much better though with each revision. Keep it up :thumbsup:
12-17-2004, 01:22 PM
thanks for the comments elagman. You're not the first to suggest modeling the roof. I've tried it with an outlined spline, into an extrude nurns, and made instances of it and placed each tile individually on it's place. But my scene became very slow and almost impossible to render. And there's a second building on this piece of land with the same rooftype, so my pc will go berzerk. So I bumpmapped it again...
Maybe I'll retry it for the final renders.
pretty simple copy and paste the roof to another file, make your tiles, then leave that file alone when your ready for the final render just copy and paste the roof back... this time with the sexy ass roof! pretty simple eh? no need to model with it if your no longer using it!
02-28-2005, 01:45 PM
A first test render for the animated version, so please ignore the low framerate and the sluggisch camera moves. I'm pretty proud of the fact that this was rendered in only 28 minutes.
03-14-2005, 06:27 PM
This is one of the last renders before the grand finale. I've made some progress I think, but it still looks like a scale model. Can't seem to get my hand on it why...
And please ignore the bad blur I did in post.
03-14-2005, 06:34 PM
It's starting to look good. I'd skip the blur altogether as it generally adds to the scale model feeling.
03-14-2005, 06:45 PM
I think you need some mild weathering on some of the solid white surfaces. The dormer
sides and the gable end of the house are just too smooth and white. The roof is too uniform
in color and texture. You are definitely getting close though.
03-14-2005, 07:52 PM
Hi Rikke, since you're looking for crits, here are a few random thoughts..
I think the reason it feels like a scale model is because of the blur you're adding. I wouldn't blur it at all.
The texture you're using on the main white part of the building should also be on the dormers...if it already is, it needs to be more obvious, I can't see it.
The easiest way to add some variation to the tile roof would be to add a diffusion channel to the shader, with say, cell noise. Tweaked to the right size, you could have a "cell" per tile, and vary the brightness randomly.
I'm assuming there's glass in the windows, but I'm not seeing much in the way of reflections.
The hedges are too perfect. If you've got v9, I'd add some subpoly displacement, if you don't, you could build a simple leaf object and randomly duplicate and distribute it along the surface. Jenna would do wonders here.
You've got flower boxes in the windows, but no flowers. Could be a nice touch.
It's come a long way though, it's getting close.
03-14-2005, 08:05 PM
@AdamT: strange thing to suggest. I would presume the opposite. But I'll leave the blur behind for the next try
@ericgooch: reflections... I never get them right. This scene is in fact just a small part of a whole courtyard. At the opposite of this building, there are trees, benches, a fountain and another farm house. but still no decent reflections. But renders seen from another angle give almost mirror-like reflections.
Thanks for all other suggestions. don't know if I get the time to do it, but it's very helpfull anyway.
03-14-2005, 08:38 PM
@AdamT: strange thing to suggest. I would presume the opposite. But I'll leave the blur behind for the next try Makes sense when you think about it. Archviz photos are generally taken with a wideangle lens (which have a deep dof) in daylight (high f-stop translates to deep dof). Look at some magazine photos and see if you see any strong dof in these types of shots; you won't.
OTOH, macro lenses tend to have very shallow dof, so you tend to see pretty extreme blurring in small-scale photos.
03-14-2005, 08:38 PM
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