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Thread: Simple Lift Lobby-need refinement tips

  1. #1
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    I am not sure if this is the right forum to post as I'll be asking for lighting and flooring tips rather than posting images for viewing pleasure.
    (Moderator please feel free to move this post to appropriate section if necessary).

    This was a 2 hour jobbie cobbled together in a hurry, so basically the floor design was done by quick split surface tool without proper dimensioning modules. And my tiler had done a very bad job on this

    For a quick job like this, is there a way to scale the tile material to fit into the intended tiled area as believable as possible. I have tried playing with the image map re-scale but not very sucessfull with it. Any tips would be nice as long as I don't have to model the tile individually.

    The other thing is the lighting was too harsh for my liking. How do one control the colour temperature of the lights? I want a couple of rows the warm downlights running alongside the the floating ceiling, to give it alittle more definition. I have tried various settings changes to lumens/wattage/dimmer combination but to no avail. Please help

    Cheers
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    Default Re: Simple Lift Lobby-need refinement tips

    This is so sad. 40 views and no response

    Come on people..the only way to progress is to share ideas. Perhaps a little criticism would be nice as well.

    Cheers


  3. #3
    AUGI Addict PeterJ's Avatar
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    Default Re: Simple Lift Lobby-need refinement tips

    Goaded to it.......

    I think you need one of the render gurus, which I am not, for this one. You can align fill patterns but I don't believe that affects render materials. To do what you are asking, I think you will need to set different tile grids as different render materials. You can then alter the x/y offsets in each map material so that they fit. Its a trial and error thing as I understand it.

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    Default Re: Simple Lift Lobby-need refinement tips

    Goaded to it.......
    LMAO. Thanks PeterJ. At least I don't feel like a complete fool.

    I am sure there are plenty of gurus here but to get them to lift their fingers onto their keyboards proved a tad harder.

    So I guess there is no quick sure way other than by trial and error? If that's the case I might just model the tiles and array them.

    What about the lights. Any one?

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    Default Re: Simple Lift Lobby-need refinement tips

    I'm not a rendering pro either but here are some thoughts. A lot of the light appears to be indirect lighting bouncing off of the ceiling. You may want to make the ceiling more beige to make the scene appear warmer. Also, reducing the reflectance of some of the other finishes might make things look less sterile.
    Robert Witte

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    Default Re: Simple Lift Lobby-need refinement tips

    Quote Originally Posted by GeL
    This is so sad. 40 views and no response

    Come on people..the only way to progress is to share ideas. Perhaps a little criticism would be nice as well.

    Cheers

    Ok, - the tile question - was going to post this yester Gel, but was half through typing when the boss came through - quickly shut down explorer and didnt get back to you so here goes - being that I got IOTW this week can I claim to be a render guru now? (not!)

    You need to create several materials which all have exactly the same properties by right clicking on the image of the origianl in your material selector use the "new" "use current" You can edit each one individually by right clicking on them. If you go the Maps tab, then select the floor tile map and edit. Then go to then orientaion tab, in there you can adjust the X and Y values as required, this can be done accurately depending on the scale of the map.

    hope this is kinda clear, It will work - let us see the results when you do it.

    cheers

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    Default Re: Simple Lift Lobby-need refinement tips

    RW
    Thanks for sharing your thoughts mate.

    You are right, reducing reflectivity of the stonework does visually soften the place tremendously. I might want to convince the owner by introducing some warm timber veneering to break up the sterile granite slabs.

    MP

    Look after your job buddy

    Anyone who have their work featured as IOTW is a guru in my book.

    Ok, I have tried your suggestion by adjusting the x,y values in the material orientation tab. After fiddling around with the x,y offsets, and numerous trial and error region render to the lower bottom left 600x600mm tiled section, I somehow manage to fit in tiles perfectly-well almost. Doing a full render reveals other similarly tiled sections running up the page do not conform at all. See attached picture. So are you saying that I should create indivdually tweaked map for each tiled area eventhough they are phisically identical in area?

    Hope you can provide further assistance.

    Cheers
    Attached Images Attached Images

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    Default Re: Simple Lift Lobby-need refinement tips

    Quote Originally Posted by GeL
    RW
    saying that I should create indivdually tweaked map for each tiled area eventhough they are phisically identical in area?

    Cheers
    Hmmm.... If you make each tiled object a separate area, it should work out, if they are all part of one object it will set out from that (centre point of object as far as I can make out). still, a bit easier than modelling each tile, just model each tiled area separately. And you will probably need a few materials defined for each tiled area to get it, but areas of the same shape and size should be able to have the same material... I think

    Not sure how it works with split faces??? a bit of experimenting there, will you post back to let me know myself. I am guessing that is what you have done here. Maybe try doing the split faces separatelt instead of sketched all in one go??

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