pixelab.be blog

About me & this blog

Graduated Architect living in Brussels, I'm specialized in the field of architectural visualization.
This blog covers mainly non-professional CG work, architectural rendering, WIPs, photography, CG materials & methods, tutorials, render theories etc.
To see my professional work please visit pixelab, and don't forget to buy me a coffee if you find something useful here ! ;)

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Nir Sullam’s “Creating Hedges Using PARRAY”

Update 08-2009 : Sorry but this one seems to be offline now :(

Nice tutorial from Nir Sullam about making hedges with particle leaves…

Fog Bias parameter test in Vray Material

I did notice this new parameter  since the 1.5 Service Pack 1, and decided to make some test. Actually, this parameter does exactly what I need… but it’s quite hard to explain and an image will be clearer than thousands of word :

Let’s say that it quickens the darkening of the fog inside the material, like if it become exponential when the bias is set below 0. If you lower the bias too much, it’ll darken too fast and you’ll have to lower the multiplier accordingly.

The good point of the test is that it doesn’t involve any glossiness nor transluency, the rendering times were relatively low and the shadows of the object just perfect ;)

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Tutorial/Making of Vincent Van Duysen Tower in Beirut

vvd_beirut_7

I had some request on how this tower image was done so here is a small making of this particular project. Even if VRay is not really required for this tutorial, it will be explained with some of this wonderful render engine functions.

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Tutorial / Random object visibility in 3dsmax with MaterialByElement & Opacity

Zip file with illustrations & max 7.0 files can be downloaded here.

This simple 3dsmax technique is quite useful when you have to trigger the visibility of numerous objects. Instead of deleting “randomly” some elements, you apply randomly materials that are visible… or not. This is a very simple flexible method, and it works normally with any rendering engine inside 3dsmax. It doesn’t involve any script (although I think it can be improved with scripts) Read more »

Tutorial / Creating V-Ray displacement maps from hi poly tiling geometry

UPDATE : Zip file with illustrations & max 7.0 files can be downloaded here.

This tutorial is about making a displacement map out of complex geometry that can be then applied to any object, no matter his curvature (with the VRayDisplacementMod for example) to recover the hi poly look of the original tiling. Read more »