1st Vray Scene

You must be logged in to post a comment. Login here.
Various reason, but I don't regret it. IMHO both is hard, and has different constraint. ID/IA deals with people a lot and people equals to trouble. Architecture deals with a whole lot of things at once, which is also trouble lol.
ahh..lame interior. whats with the changes? it is indeed easier to design inside the building rather than whole of em? what ever it is i wish u best of luck! =]
it seems like a texture error. somehow ur pc didnot recognise it. well,good! Bsc in Arch i supposed? im one of the alumni there. =]
Yup. You are correct on the failed recognition. I think there's something wrong with the image. I'm in Diploma in Interior Architecture. Was an architecture student. Haha
I turn on depth of field, I think that's the main cause of the blur. But to what you mention, by right, if I want to do a large final render I need to have a large resolution of textures, yes? The center court, is well, supposed to be sands in Japanese Zen Garden style. But as I mentioned in the first post, I lack the skills to make it. I am currently at UiTM Sri Iskandar. I assume you are working?
it seems like a texture error. somehow ur pc didnot recognise it. well,good! Bsc in Arch i supposed? im one of the alumni there. =]
Generally yes you want hi-res texture for hi-res renders. It really depends on how close to the camera an object is. Objects far from the camera can usually get away with a low-res texture, but objects close to it usually need to have hi-res textures. It's mathematical, the render resolution shouldn't display an object to be bigger than its texture resolution, otherwise it will look pixelated. Does that make sense?
Yes, enlightening indeed. I'll keep this in mind when doing my next exercise, hwne the time comes, I hope you can check if I get it right?. Hehe~ =D Thanks by the way.
Generally yes you want hi-res texture for hi-res renders. It really depends on how close to the camera an object is. Objects far from the camera can usually get away with a low-res texture, but objects close to it usually need to have hi-res textures. It's mathematical, the render resolution shouldn't display an object to be bigger than its texture resolution, otherwise it will look pixelated. Does that make sense?
I would also consider the resolution of your textures vs. your final render size. The close items in the image seem kind of blurry to me, and that could be why.
I turn on depth of field, I think that's the main cause of the blur. But to what you mention, by right, if I want to do a large final render I need to have a large resolution of textures, yes?
what happen with the carpet at the center court? the pattern looks funny. anyway where are u studying at?
The center court, is well, supposed to be sands in Japanese Zen Garden style. But as I mentioned in the first post, I lack the skills to make it. I am currently at UiTM Sri Iskandar. I assume you are working?
what happen with the carpet at the center court? the pattern looks funny. anyway where are u studying at?
I would also consider the resolution of your textures vs. your final render size. The close items in the image seem kind of blurry to me, and that could be why.
Nice shot for a first attempt, something you should check on is UV mapping.... apply a UV mapping modifier to all of your objects having the wooden texture... set a cylindrical mapping for the columns and a box mapping to the things beneath the ceiling ;)
Thanks for the tips. I'll take note of that. =D
Nice shot for a first attempt, something you should check on is UV mapping.... apply a UV mapping modifier to all of your objects having the wooden texture... set a cylindrical mapping for the columns and a box mapping to the things beneath the ceiling ;)