s h o r t f o l i o . . .


https://farm6.staticflickr.com/5580/14769093690_4cb4c5afa8_o.jpg
                   
That's only my listed, work in progress and practice personal work, others are not to be published due to copyright ownership.

Monday, December 11, 2017

MAKING OF “Stone Bridge”


E p i c - During middle ages, the bridge connecting the way for the two villages are important especially transporting product or exchanging goods and services without using money, and in that case there is no complete communication system if there is no bridge. That's why some skilled workers or town's masons managed to build it proving themselves to be skillful engineers in that time by laying foundations for this beautiful arched bridge where the river flows all over a year ... This is the story behind of all those things happen on my simple scenario. 

How do I start . . .
At first make a simple blocking of shapes, a shapes that guide to make detail and accessories
Here’s my detailed exploded parts showing all the lines, arch - curved structure and accessories.
Completing scenario by adding connecting roads, river with flowing water and dramatic multi-level land surface. In these scene I render with “material override” and “ambient occlusion-AO”, uncheck the water material “can be overridden” in options under v-ray asset editor - just to show only water not to be override. V-ray override material is a great way of previewing and check your lighting intensity.
Importing proxy and make fur command
Grass and trees proxy
Projecting sun shadow based on the scene
Try this feature – Turn on the sun: The Shadows feature enables you to see how the sun changes the way a building looks on different days throughout the year, and at different times of day. To use this feature, in the tray area, open the Shadows panel and select the Use Sun for Shading checkbox, as shown in the following figure.
Flowing water – 3.4 Vray material

I know that some of us know about vray material on how to use it and adjust it in vray material editor... and In this case I need to jump on to my process, and focus on water by adding green tint to look fresh by adjusting fog color – just follow RGB color R:252 G:254 B:254 and multiplier 0.40 - Hint : less value of multiplier less green tint effect
Sun setting / Environment illumination

From default setting I adjust only with red marks, quality to “high”, BG and GI to 10, “size multiplier” to 3 (for less sharp edge of drop shadow) and render output “image width/height to 300 x 169, check “material override”. 
Hint : On final render, I always render small render output , why? save parsing time. 
After finish render with small output, save the “IR-irradience map” and “LC-light cache” under “Disk Caching” and reload it again by pressing “from file” under “Disk Caching” for final rendering. From here you can now raise up all in high adjustment. From render output 300x169 make it 3000x1690 and uncheck “material override”. 

And “HIT RENDER”

RAW RENDER OUTPUT

It shows the green tint effect on water here.

J





ADJUSTED FINAL RENDER ( photoshop post process )
Render night scene using HDRI / EXR


Everything are the same just (uncheck or disable the sunlight) and render output “image width/height to 300 x 169, check “material override”. 





First of all – thanks to Peter Guthrie’s HDRI

1-Just reload HDRI / EXR to environment

2-Since I want the sun location not in front of my camera, change UVW horizontal rotation to 180 to place sun location at my back



Again, after finish render with small output, save the “IR-irradience map” and “LC-light cache” under “Disk Caching” and reload it again by pressing “from file” under “Disk Caching” for final rendering. From here you can now raise up all in high adjustment. From render output 300x169 make it 3000x1690 and uncheck “material override”.



Compare the Difference of  natural SUN light and HDRI Illumination











RAW RENDER OUTPUT



RAW RENDER OUTPUTADJUSTED FINAL RENDER ( photoshop post process )  




















GOD BLESS  - Thanks and hope it helps a lot.

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