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Everything posted by Hoff_Design
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Grabbed a vase from the library and copied it and resized them to different shapes, then added textures to them. The fossil slab has a corner broken off so I modeled a 3D solid with the missing corner then gave the edge a bevel around the front. The texture is set to stretch to fit. To get the wood for the shelves, I took a picture of the side of one of their existing cabinets and made a texture that matches what they have in their home.
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From the album: Library In A Small Space
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From the album: Library In A Small Space
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From the album: Library In A Small Space
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From the album: Library In A Small Space
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From the album: Library In A Small Space
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From the album: Interior Lighting
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All of the lights, sun and backdrop are turned off in this image. The TV, the under cabinet light and the tray ceiling are luminating the space. Here you can see in X17, that these are acting as "area lights" and provide illumination for the space. If you increased the brightness of them, they would brighten the room. So there are several ways that you can combine lighting in Chief X17 to achieve the results that you are looking for. It is good to understand what each of these elements do to help you determine the intensity you are looking for as you bring in the other lights.
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From the album: Interior Lighting
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There are a couple of additional considerations when adding lighting to your scene...In this render, I added a rope light under the cabinet and tinted it blue. I added a tray ceiling which has a built in rope light function. I added a TV on the wall and added one of my art prints to the screen, then selected the print and added emissivity in the properties panel of the the define materials dialogue box. I gave it a value of 100. In X17 these lights will contribute to the overall lighting in the room, as "area lights" In the next image I will turn off all the lights in the scene except for these three items so you can see the impact they have on the room.
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From the album: Interior Lighting
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Here is what the block would look like
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Draw the shape to scale in 2D CAD mode then convert to it a polyline solid, give it a height. Apply a concrete texture to it and then save to your library. Or create a 3d solid and make holes in it for the triangles?
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When you upgrade to your new computer make sure your graphics card is a good one - well above 8gb. I would recommend loading x17. From my recent testing of it, it looks like high quality ray trace rendering in a reasonable amount of time is possible and available. Here is an example.
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From the album: Interior Lighting
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I left the lighting the same for the space, but moved the camera closer and added one of my newly created textures. It is concrete that I took a picture of while on a walk in the neighborhood, I tiled it in photoshop and picked up AO and normal maps in Materialize, brought into my library, and when I applied the texture, it was too large of a pattern so I selected the adjust material definition tool and resized from 60" to 12" and then brought the roughness slider down which gives is a shiny surface. Now the deer have an almost caste metal appearance.
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From the album: Interior Lighting
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In this image the upper cabinets on the wall are not lit, as the back can light is set as a spot (with area light NOT selected). This light is contributing to the illumination of the deer. I left the 'show position' markers on in this image so you can see their angles and position. Once you become comfortable with these three main elements of lighting your scene (lights, sun and backdrop), your renders will be amazing. Good luck with experimenting with interior lighting. Eric
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In this image, the rear can light and the 3 art wall spots are off. The can above the deer that is set to spot (not area light) is on. The sun is set to 8.0 The daytime back drop intensity is set to 8.0. As you can see, the sun light overpowers the backdrop wash on the floor, but you can still see it. The sun also shows off the texture on the right wall, very subtly.
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In this image the can above the deer that is set to spot is turned on. The rear can and the spots over the art wall are off. The sun is set to 0.0 The daytime backdrop intensity is set to 8.0 You will notice that with the sun set at 0.0, that the floor gets a glow from the backdrop intensity which brings light and colors in from that backdrop. Again, pretty dramatic light. I do have the bloom on in all sets.
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In this image, The only light that is on is the can light set to spot, above the deer. The rest of the lights are off, the sun is set to 0.0 and the daytime backdrop intensity is set to 0.0. This creates a very dramatic light and gives you an idea how it reacts with the rest of your scene. Note: the two shadows on the ceiling at the spotlight are from the reflective surface of the granite...they are the shadows of the deer and reflected light.
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In this scene the 3 spot lights on the art wall are off. The can light set as a spot above the deer is off. The back can light set as a spot with area lights selected is on. (lighting the upper wall cabinets). The daytime back drop intensity is set to 8.0 The sun is set to 8.0. You can see how important correct light is in your scene. You can also see how just a setting of 8.0 for the backdrop and the sun impacts what shows up in your scene.
