Renerabbitt

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Everything posted by Renerabbitt

  1. just shoot me a PM and I can do it for you..yes it's easy in photoshop for some, takes practice is all..have to make a black and white gradient map for the recessed features and blank out everything that is on an even plane, then create the Normals map
  2. Okay here's a first pass render, 53 min to download the plan, export 3ds, setup lights, apply materials, make a couple normals maps and render at a low sampling rate. the graininess would go away if I upped it from a 13 min render to a 26 or even 39 minute ALSO, and this is a BIG ALSO...when I setup scenes like this for myself, I always set corner clipping on my cabinets to 1/16" and apply an eased edge to the countertop as well as leaving the waterfall edge a 1/32" up from the floor...there are no razor sharp edges in real life, there shouldn't be in your rendering either. Definitely makes a difference
  3. nice, you'll have to post the plan, interested to see what you work out. scene is rendering in thea right now, 10 min left, in the meantime here's a Normals map for the tile backsplash I just made
  4. The only thing I see this rendering needing is shadows around the waterfall edge and chairs, its as if they are floating off of the ground...maybe too many light sources or too strong ambient light? It's really getting close. are you using photon mapping or is this still on point with production renders? I remember the original topic was about speed, which for the speed this render is very well done. Downloading the plans now to play with, post back in a few
  5. Ok so the Brick sill works with the curb wall, but I am having trouble applying this to an existing plan Here's the plan: https://1drv.ms/u/s!ArIPOe8v1Srkgvg6I0RPWFXPbtq63g This plan has been chopped up quite a bit and I am attempting to repair it, the plan was to excavate 36"'s to create an ADU on the bottom floor. Which is why the bottom floor is set at -36" from the as built set. In future I would probably just drop the elevation of the terrain from the subfloor height 36" and set the floor at 0 Everytime I try your method for creating the curb, the furniture and soffits and moldings all jump up or float. So if you feel like playing with it be my guest. The method I used when I first posted seems to be working, especially since there are certain walls that have a 36" retaining wall with drywall at the interior
  6. When you go to print from layout it will show properly, chief does this to save computer resources...you can also update the view with the spinning wheel(Update view) in the bottom tool bar when you select the view
  7. You're the MAN, going to play with this and post-back, Also, how do you get fill on the mono in a sectional elevation?
  8. So how did you get the curb in as a mono, You drew in foundation walls and set the slab floor to -6?
  9. After digging around and watching vids from D.Scott and Perry, I put together a plan to try and create this footing with curb: Problem is that chief doesn't seem to allow for this without some serious work-arounds as far as I know, happy to take suggestions. If you set the room to be a garage you can mimic the detail, problem being that Chief sees the garage floor height as the height of the curb, so all reference measurements are from the taller curb and not the slab. So I used a pony wall with concrete main layer and drywall interior which works well. Automatic framing will generate at the height of the pony wall. If you need a 3d visual representation then create a room molding polyline using a concrete texture and uncheck extrude inside...which give you this: With this method the elevation shows up correct as well, with the exception of the slab and curb not being monolithic: The only other issue I have ran into is that if you want to cut and step your stucco on the outside wall to match terrain, this drags the framing down to the level of the slab. You have to generate framing first and then uncheck auto generate before adjusting exterior finishes. Here is the plan for reference: Curb Example Plan.plan
  10. Add these two image files to Chiefs subway tile texture under the texture tab in bump and normals maps to get proper reflections and depth
  11. Jenny Repaired final.plan split your outside dividing walls at the intersection of the split level clng. then ctrl+e to open the dividing walls and set to balloon through cl'g abv.
  12. Yes thanks to everyone that has been contributing Mark, for me, the renderings are built into the product..95 percent of the work is complete in the design stage within CA, so the last 5 is worth the Media it produces for our online presence. I don't even do palette design in chief anymore, I put color blocks in chief because my catalog in Thea has grown to be quite large. Thea now has live update rendering as you are dragging and dropping materials..I don't even setup lights anymore, I just drag a light to CA's "white light" texture and the scene is set. I can setup a full house in just a few hours time, certainly worth the time for my company. Additionally Thea renders with the ability to relight the scene as well as recolor textures post rendering in COLIMO! which means I can let a client pick their own finishes and choose what time of day it is without me having to do another rendering. Not to mention it provides an alpha channel to drag and drop a picture of the clients backyard in behind the rendering so the views are true. In fact, I can take a photo with my DSLR and note the height and angles as well as the camera settings and completely copy those settings into my rendering, then set longitude and latitude of the property, the date of the year, and Thea will produce accurate sun settings for that shot. The client reaction is worth every penny spent in the production, they RAVE about the service. They get VR renderings, stills, day and night shots, and live walkthroughs with team viewer all for the production cost of a few hours spent in setup and a days worth of letting my slave computer process the shots. screen-sharing Walkthroughs are instant. Not to mention it always promotes a change in layout, a better product, and additional revenue..all from a happy client. My long winded two-cents. CA knows all of this, that's why they are heading that direction, and collaborating with the client really leaves nothing to chance in the build, and high resolution visuals do so much to iron the details out.
  13. Def lookin good Mick I was playing around with some new textures I've been making...4 min rough render for giggles
  14. When saving I often times create a new folder within the save dialogue by hitting windows shortcut ctrl+shift+n, this has worked on all previous versions of chief but not in x9 more often than not. It freezes CA and then I lose my work up to the point of the archived saves
  15. with photon mapping on you should be able to turn down "ambient occlusion maximum" in raytrace settings instead of adjusting your light parameters
  16. Graham as always, great input and posts, and nice work..hard work..kudos, gave you a thumbs up. Ambient Occlusion is a major player in raytraces, it provides a host of fixes to 3d objects and how they react to light sources while maintaining the integrity of the model. Even if a scene is blown out and overexposed, ambient occlusion can save the shadows. I've attached a clay render showing ambient occlusion at a low setting with no lights in the scene vs ambient occlusion's minimums turned up. You can see with ambient occlusion turned up you can produce a well-lit daylight scene without the need for point lights. The main benefit of point lights is to produce the metal effect in CA as the ray trace engine needs a direct light source to mimic the anisotropic effect of the metal Additionally, it's a good idea to set color to your lighting so you can see what it is doing as you adjust it. Graham, it looks like you have caustics and photon mapping turned off as well soft shadows turned off on all lights...I'd be curious to see what kind've speeds and realism you can work out with your methods with some of the better computational methods turned on.... You've proven the inverse works well. A note to everyone, you can go into the 3d/3d view defaults and turn up interior ambient which will automatically set interior ambient in raytrace if you plan on eliminating lights. Photon mapping and caustics need to find a light source, a good LARGE light source, but too many lights and the scene will be complicated. In a scene where you want to setup photon mapping and use as few lights as possible but still have the brushed metal its best to place a light opposite your camera angle...the same way you know a driver can see you if you can see his eyes in the sideview mirror. Also white lights set to color mapping at 255,255,255 are harder to compute using photon mapping, set lighting to 230,230,230. I think I remember a user named Jintu being pretty stellar with tricking CA.
  17. I'm with Lew ! I use this PLS with detector but only for the purpose of the lot elevations...if I need absolute sea level elevations we hire someone
  18. Lumion,Thea,Artlantis all have similar workflows, it took me a day to start producing rendering's in Thea, they have a very thorough manual and a few test scenes to reverse engineer the process and figure the program out. Just like any program it will take a while to learn all of the tips and tricks. Like Mr Scott Hall and Perry said, if your client needs some basic visuals chief will do the job, else contract someone to do it. Myself and a handful of others on these forums offer a variety of different render packages. ...Back on point to the topic heading, Thea is one of the only rendering company's that utilizes both the CPU and GFX card...even with liquid cooling I am constantly checking in on my system during a 6 hour render
  19. I think it would really push the software forward, and the community as well. I've certainly noticed a buzz around the community with what chief has done with the raytrace in x9, so many people asking for computer upgrade information. If raytrace stays the standard then it will be left behind its competitors. I don't even design my palette in chief anymore. I put blocks of different color in the room so I can use the big collection of materials I created in Thea. Yesterday I did my first import into sketchfab and it took less than an hour to get what I would consider a very decent scene, much better than I could produce in chief. My client was thrilled. I know its a tall order, chief obviously has a lot more on its plate than just the raytrace engine, but the next request would be to make its exporting capabilities better suited for third party software. If they teamed up and saw benefit they may even acquire another company. I will say again your knowledge, and input are very much appreciated Graham, and I think your work is top notch...my raytrace frustrations are with the software, amidst a TON of praises for its other capabilities We totally hijacked this thread...sorry mods! Here's the sketchfab scene: https://skfb.ly/68WAs
  20. Expanding further on Thea and to clarify, it took an hour to setup the entire house...the outside lighting environment has been established, the materials in the house set, all lights(what chief calls "lighting white") have been set to emissive surfaces, and I have grouped them by room, and the global camera settings have been set(35mm lense at a focus distance of 15 ft and f stop at 5.6 iso at 600 shutter speed 64 with ambient occlusion turned to 7). Now that I set that up I can pull any render from any view point including spherical/parallel and panarama. This means that I can pull any shot in that 4 min time, where as chief you would have to setup every room.
  21. So I've been plugging Thea render studio on this site namely because I want to see chiefs rendering capabilities get reworked by the programmers. As much as i love chief and all it offers, it still doesn't cut it for me for renderings. from the point of me clicking the download button on Grandview to the second I typed up this post it has been 1 hour and 13 minutes. I made sure to use only stock textures and stock camera and light settings from the program, which means the only thing that took time was setting up lighting and cameras. I'm sure most people playing with this rendering took much longer just setting up chief. The render was a rough render at 4min and 42 seconds. if I were producing this for a customer I would take 2 days on it and make it look photorealistic, it would be 4K résolution with depth of field, custom textures with bump/normal/reflectivity/microroughness/displacement maps and all the bells and whistles... Even at stock (poor) settings and textures, and no effort put in, this render and workflow still looks better than the best render chief can produce.
  22. I'm running a g752 and stays at proper temps during 4 hour full presto renders using 100%gfx and CPU together
  23. Certainly useful, I knew about the framing elevation but didn't realize there was a framing schedule