View Full Version : Architectural Renderings
parel 05-23-2002, 08:43 PM I need to render an architectural scene. Problem is that Ive never done one before. :rolleyes: doh!. I have to render a veeery large show room in Maya ASAP.
Anyway- if anyone has experience modeling and rendering large environments please help me out. Please post any useful techniques you know or links to environment modeling/texturing/rendering tuts if you have the time.
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parel
05-23-2002, 08:44 PM
Thanx:)
svenip
05-23-2002, 09:12 PM
i wanna speak for the modelling here :)
so the first tip for modelling i would give is never ever have hard edges or surfaces just intersect. simply round every edge you find and also intersects should have a smooth transitions. also try to modell as much as detail as you can. especially for architecture it's very important. but that doesn't mean that you should modell all the finest ones. the very fine structures you can do by displacement maps. i wouldn't use bumps because they are a simple fake only and architecture modells don't forgive any fault you make :)
what else !? also try to avoid plane like modells. means everything has a thickness. nothing and really nothing is just flat.
the proportions are also important, but i guess you just have a reference, so it should be no problem.
That is good advice, and I agree that the key is knowing the proportion of things, and if possible precise measurements taken and good notes help alot, as do actual photos taken of the space.
johnnyMac
05-24-2002, 01:33 AM
parel,
i'm in columbus, ohio as well (pure craziness i tell ya). i work at a company that pretty much does nothing but architectural renderings. i graduated from ohio state's architecture school. we normally use lightwave, max, and formz (if you're familar with it) but i have been working in maya on my own for a little while now.
i guess i have a couple questions. how long do you have to complete the rendering? do you just have to make everything up or do you have CAD information to build from? anyway, feel free to check out some of my architectural work at our company web site.
http://www.glavanimageworks.com
jmac
FloydBishop
05-24-2002, 03:28 AM
When you say "very large", what do you mean exactly? I was once involved in building a virtual version of the studio I worked at a couple years back. We started modeling (Cinema and FormZ)things for the office as though each object were to star in it's own feature film. What I mean is that we paid no attention to poly count, scale of objects, etc. We spent several weeks fixing what our haste caused in the first place.
Use lower resoultion models for pieces that are not in the foreground or are less important. Also, if possible, milk your textures and materials for all they are worth. Depending upon your needs, you may even be able to steal a trick from the world of games and pre-light your scene by putting your lighting into your textures. Seperate passes and post processing can also help give you high quality imagery without huge headaches.
Now get modeling and post some stills!!
NowInc
05-24-2002, 07:02 AM
Lighting tip...
get your hands on the GI_Joe script and use that as "base" lighting..and then add the rest of the lights for your scene...it may add to the render time..but its soooo pretty ;)
Most of what I do are arch models..the best tip i can give you is to pre-visualize the CG setup...use as many source images as possible..and then get comfy and go head first into it. I usually only use nurbs for my models...i just find them easier to deal with than polys.
rollmops
05-24-2002, 10:30 AM
Hi,
For a large environement to render urgently.
O P T I M I S A T I O N.
Full details :close
Minimun : far
Every geometry > single sinded
apart from transparant objects.
raytarcing : selectiv.
shadows : selectiv.
AVOID displacement if it doesn't change the silouhette. A good bump can do it.
:rolleyes:
Be cool
If it's to heavy split the scene in to layers forground and background.
But keep the same lighting.
Avoid huge maps on small objects.
keep the size of the map in proportion
of his size in the frame.
Take sometimes a break then go to the essential.
Good luck!
parel
05-24-2002, 07:00 PM
svenip: great advice on modelling. Once I get started Ill get your critique on how I am doing
MJV:
I am working on AutoCAD elevation and plan information. I am going to ask the surveyors to get me some pictures for in-context rendering. BUt mostly it is an interior design/render project.
johnnyMac
I graduated from the college of industrial design - good to see a buckeye on the board.:beer: I have about 3weeks to finish the project- June 15th. Swwweeeet work at GlavanImagework BTW
Floyd Bishop
The auto show room is not half as big as some of the other projects that johnnymac has done. It is about 20,000 sq ft. I have to put in HVAC and lighting concepts, as well as layouts for the car turntables. I am going to do a lot of passes and composite them in post.
NowInc
I am still working on interpreting the data. What does GI Joe do ? Does it approximate GI ? As soon as I get the model down Ill give it a try.
rollmops
I am working in nurbs. What scale do you model in. BTW this is a question to all. What scale do you normally work in? Or does it make a difference?
Ill start banging away. Ill post some screen dumps as soon as I have something to show
:thumbsup:
NowInc
05-24-2002, 11:32 PM
GI_Joe is a script that sets up a dome of directional lights thats REALLY great for faking GI...and it renders nice n fast too ;)
rollmops
05-27-2002, 08:02 AM
For ride films.
An everage scene can be 200 meter long. 1 unit = 1 decimeter.
But I keep in maya the centimeter units (for dynamics), I just consider 1 = 1dm.
( my english is approximatif... )
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