house visualization

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Re: house visualization

Postby Alain » Thu Jul 19, 2012 1:01 am

But Cycles has Fresnel Values.
I guess I'm just to stupid to understand it but you can mix a Diffuse and a Glossy Material and use a Fresnel Node to control the mix Value by it.

Correct if I'm wrong, but with Cycles Nodes you can create "fresnel correct" Materials by using the Fresnel Node ?

I know there are a few features missing in Cycles, for example realistic water (shore water, the deeper the darker) is only possible by a pretty complicate Node setup :-)


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Re: house visualization

Postby J the Ninja » Thu Jul 19, 2012 2:35 am

Alain wrote:But Cycles has Fresnel Values.
I guess I'm just to stupid to understand it but you can mix a Diffuse and a Glossy Material and use a Fresnel Node to control the mix Value by it.

Correct if I'm wrong, but with Cycles Nodes you can create "fresnel correct" Materials by using the Fresnel Node ?

I know there are a few features missing in Cycles, for example realistic water (shore water, the deeper the darker) is only possible by a pretty complicate Node setup :-)


Kind regards
Alain


Yeah, that's what you have to do. 4 different nodes is kinda a big pain in the ass for such a simple and common material. (plastic, wood, drywall, painted metal, etc).

Oh, and it's 2 more nodes if you want a diffuse texture on there. Node-based shaders are great and all, but when it takes 6 of them to do a realistic varnished wood mat using an image tex, your shader system has some usability issues.
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Re: house visualization

Postby Alain » Thu Jul 19, 2012 2:47 am

But you only have to do it once, save it to your materiallibrary and forget about the complexity behind it :-)

And it's not more complex than on other Renderers. To get a real good material you have to do many test and tweaks in almost every Renderer.
GPU-Computing Renderers give you a mutch faster feedback which makes it feel easier to setup materials.


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Re: house visualization

Postby zeealpal » Thu Jul 19, 2012 5:14 am

Alain wrote:But you only have to do it once, save it to your materiallibrary and forget about the complexity behind it :-)

And it's not more complex than on other Renderers. To get a real good material you have to do many test and tweaks in almost every Renderer.
GPU-Computing Renderers give you a mutch faster feedback which makes it feel easier to setup materials.


Kind regards
Alain


Well for most things like varnished wood in Lux, it takes one glossy material. One texture, that can usually be assigned to the colour, and then bump as well if you wish :P

Also, pylux gives you fast material feedback, including textures.
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Re: house visualization

Postby Alain » Thu Jul 19, 2012 5:30 am

I agree, I'm still not able to do a real good looking parquet-material in Cycles ;-)
But this could be of my lack in knowledge or IQ or my high claims.

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Re: house visualization

Postby strahlentherapeut » Thu Jul 19, 2012 11:48 am

Alain:

Glaube mir wenn ich dir sage, dass du keine Freude daran haben wirst diese Szene -eine 2.49 Szene im Übrigen und 265 MB schwer- Material für Material, und Textur für Textur ( Pflanzen eingeschlossen) im cycles neu zuzuordnen. Um einen korrekten Vergleich anzustellen, müsstest du das tun.
Der Rest fällt unter Betriebsgeheimnis :D
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Re: house visualization

Postby ianrclark » Thu Sep 27, 2012 2:00 pm

after a 3/4 year I've finished. :)


Wow those have really come a long way. Looking at the first render I was going to say that it was slightly too dark, but it seems you fixed that one yourself. Nice work!
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