It is a pity that the "rooms" are not in real world size (250mm). They are "virtual" …
It is a pity that the "rooms" are not in real world size (250mm). They are "virtual" …
Eddy Marillat - PIXYM
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Sasquatch in LW 2020.0.2:
https://youtu.be/9_kI_IcNA9k
I understand what you meant. And already answered above. 250 mm = 2.5 m but with scale 1:10. If there would be entire city, Layout sometimes does not display nicely in viewport when there are used kilometers..
People doing exterior archviz often are using 1:10, 1:100 and 1:1000 scales. To prevent issues in viewport.
People doing visualizations of planet often are using 1:1000000, and instead of Earth radius 6370 km object has 6.37 meters..
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Sasquatch in LW 2020.0.2:
https://youtu.be/9_kI_IcNA9k
especially with PBR roughness, fixed properties and fixed light properties,
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Oliver
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argh, didn't know that. too late - in any case octane seems not to be able to handle it as it has no direct connection to how layout render engine evaluates data. no problem as you might just use the plugin output as render pass when using octane and put everything together in comp.
the scale "problem" is just with the demo model, but i guess the plugin would work perfectly when modelling in real scale. in my experience since using LW 6 i never encountered any problem when rendering buildings or cities modeled in real scale units...
however i would like to know what are the modelling guidelines for using this plugin. do we need to use just separated quads as projection surface? can different polygon sizes be combined when using different surfaces? rarely you will find a building with all the same window sizes. do the polygons with the virtual room surface material have to be disconnected from the rest of the wall?
Last edited by 3dworks; 03-28-2018 at 06:12 PM.
3dworks visual computing
demo reel on vimeo
OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x
found something here http://lesterbanks.com/2017/10/free-...map-interiors/
someone is already testing it here
https://vimeo.com/262144475
and it has an additional middle ground, which is far more realistic and ideal for shopwindows for example! maybe sensei can implement this as well into the LW native version?
Last edited by 3dworks; 03-28-2018 at 06:28 PM.
3dworks visual computing
demo reel on vimeo
OSX 10.12.x, macpro 5.1, nvidia gtx 980 ti, LW2015.x / 2018.x, octane 3.x
Release v1.1: Fixed two issues that appeared on MacOS X. Thanks Markus for helping finding them.
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Sasquatch in LW 2020.0.2:
https://youtu.be/9_kI_IcNA9k
IMHO what you showed looks like nothing realistic as my solution.
The whole point is in randomization of interior images, randomization of draperies, randomization of whether lights are turned on or off (or partially turned on)...
I very like that there are virtual people visible in these rooms.
It's a bit of work, but doable. Similar to how draperies are implemented.
Randomize yet another set of images of people.
And place them first, prior calculation of draperies (so draperies will override them).
Yet another very good idea Markus.
Send me such people sets with alpha by e-mail..
And make some city with Virtual Room..
(in the easiest to make version you can just make boxes, and set Room Size to fraction of box width,height,depth)
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Sasquatch in LW 2020.0.2:
https://youtu.be/9_kI_IcNA9k
Hello Sensei, one question. This method is quite good for distance but not for closeups since there is no real item inside the rooms, just mapped walls.
So i wonder if it's potentially possible to add a set of 3d items to be scattered automatically on the floors - i.e. sofas, furnitures, tables and so on.
In this case this tool would cover nearly 100% of the needs for interiors seen from outside.
If not, for close shots we have to put real apartments with furniture behind windows.
Thanks
Paolo
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