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Thread: MEP Renders - Improvements?

  1. #1
    Senior Member domsib's Avatar
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    MEP Renders - Improvements?

    MEP Renders - Improvements?-2render-light-200lx-%40-3000-ip-8-mx-r-0-mn-r-2-br-1-br-1-ip-1-1-ib-1-adj-settings-.jpgMEP Renders - Improvements?-1render.jpg

    Looking for some comments on these renders I have done.

    Its something I'm doing as a bit of interest and not something needed for work. I'm an MEP guy and realistic rendering is not something we do.

    But all i've done so far is add materials to my ductwork and pipework then rendered it.

    So how do these look and what could I do to improve them.

    Be Gentle they're my first renders.
    snowyweston likes this.

  2. #2
    Moderator cellophane's Avatar
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    The two things that jump out at me are the hotspots from the lighting and the steel material. If your steel is covered with a fire proofing then it's probably close enough. If not then I'd consider a different map for it. CGTextures is a good site with a lot of options.

    The hotspots involve adjusting the lights but I'm not quite up-to-speed on that

  3. #3
    Senior Member domsib's Avatar
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    Can these textures be brought into Revit? I haven't got photoshop or any similar package so i'm relying on Revit doing the work for Renders?

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    Moderator snowyweston's Avatar
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    Quote Originally Posted by domsib View Post
    Be Gentle they're my first renders.
    But for a first go, and given they're interiors, you should be proud!

    I'd echo Chad's comments - the steel does look kinda funny, csetup some test-renders (with a smaller region) and cycle through the OOTB library offerings for metal - try to avoid the fancier-looking (in the thumbnail previous) ones, as they're mostly "over-done" (in terms of bumps and surface images) and stick with the generic "satin" finished steels/aluminiums as they tend to be a bit "flatter", whilst retaining some visual-materiality. You might also find something that suits under the "metallic paints" as well.

    Like wise, the CMU could benefit from a slightly coarser setting in their bump-map, and certainly need the reflection/glossiness settings removed entirely (that'll remove the studio-light "reflections").

    Q : Floor/ceiling material?

    Also, your light-fittings. This will depend greatly on how they're actually made - but the "lens" is over-over-saturated (comparitively for the scene), and could do with some reigning-in. If it's a light-emitting material (because you're fitting doesn't have a light-emitting element in them) then it's case of adjust that; if the family does have a "real" light, then the lens material needs to be less translucent, more transparent.

    If that makes sense/helps?

  5. #5
    Moderator cellophane's Avatar
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    Quote Originally Posted by domsib View Post
    Can these textures be brought into Revit? I haven't got photoshop or any similar package so i'm relying on Revit doing the work for Renders?
    Yup. Save the texture to a folder where you can find it. I have a Materials folder in our library and depending on what I need to do also the project folder. For something that will get used a lot like a brick pattern I'll drop it in the library, something that is a one-off like a sign will go into the project.

    In the material editor go to the appearance tab and select your new image.

  6. #6
    Senior Member domsib's Avatar
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    Quote Originally Posted by snowyweston View Post
    But for a first go, and given they're interiors, you should be proud!

    I'd echo Chad's comments - the steel does look kinda funny, csetup some test-renders (with a smaller region) and cycle through the OOTB library offerings for metal - try to avoid the fancier-looking (in the thumbnail previous) ones, as they're mostly "over-done" (in terms of bumps and surface images) and stick with the generic "satin" finished steels/aluminiums as they tend to be a bit "flatter", whilst retaining some visual-materiality. You might also find something that suits under the "metallic paints" as well.

    Like wise, the CMU could benefit from a slightly coarser setting in their bump-map, and certainly need the reflection/glossiness settings removed entirely (that'll remove the studio-light "reflections").

    Q : Floor/ceiling material?

    Also, your light-fittings. This will depend greatly on how they're actually made - but the "lens" is over-over-saturated (comparitively for the scene), and could do with some reigning-in. If it's a light-emitting material (because you're fitting doesn't have a light-emitting element in them) then it's case of adjust that; if the family does have a "real" light, then the lens material needs to be less translucent, more transparent.

    If that makes sense/helps?

    What is the CMU?

    The ceilings/floor materials I don't have any control over, they came with the architect's model so I guess that's what he wants to see. EDIT: I've stumbled upon the material, it is called Metal - Steel. I changed my ductwork to this material and here's the result. MEP Renders - Improvements?-render3-ip-8-mx-r-0-mn-r-2-br-1-br-1-ip-1-1-ib-1-set-l-ex-8.00-hl-0.25-mt-1-.jpg Camo Duct!

    I cannot seem to remove the light spot on the wall. I have Max No of Reflections as 0 and the Max No of Refractions but its still there.

    Also how do I know if my light is a light emitting material or has a real light. What do I need to check for? FYI when I click it the fixture material is Glass - White, High Luminance if that helps.
    Last edited by domsib; January 20th, 2014 at 03:46 PM. Reason: Update

  7. #7
    Member TheRevitKid's Avatar
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    Quote Originally Posted by domsib View Post
    Can these textures be brought into Revit? I haven't got photoshop or any similar package so i'm relying on Revit doing the work for Renders?
    I have an old tutorial that still applies here:

    Tutorial - Custom Material Creation | TheRevitKid.com! - Tutorials, Tips, Products, and Information on all things Revit / BIM

    Rendering is a whole separate beast in Revit. Fortunately, there are tons of resources out there to help.

    Also, if you plan on making these not look like a dungeon, look into some post-processing to brighten them up and level things out (once you've fixed all the comments mentioned above... ie. hotspots).

    Good luck! I look forward to seeing new images based on comments here.

  8. #8
    Moderator cellophane's Avatar
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    Quote Originally Posted by TheRevitKid View Post
    Also, if you plan on making these not look like a dungeon, look into some post-processing to brighten them up and level things out (once you've fixed all the comments mentioned above... ie. hotspots).
    Adjusting the camera and/or target height will help as well. The ceiling is close to 12' high which is pretty big, especially if you are looking down a corridor like your second image. It looks like the first image has a higher camera angle, although that could just be an optical illusion due to the corridor of the second image.

  9. #9
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    One tip:
    In the camera view, hit SHIFT+W to bring up the wheel. This allows you to zoom and such, but if you right click on the wheel, you'll see a command for Increase / Decrease Focal Length. Here' s where you can change the focal length without moving the camera, which messes up the perspective.
    cellophane and domsib like this.

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