Cheers wardred. The orange metal is called corten steel. I seen it used with concrete on a brutalist building in London somewhere and loved the color scheme.
Adrian
I love it!
Its probably the volumetric fog giving you the trouble.
You have a very large car park and the fog is fairly dense.
Cheers Adrian. Theres actually very little difference in render time with and without the fog, about 8 seconds. It's just an old computer. last time I updated the graphics card was a GTX 970, lol, computer had a 630 when I bought it. Proper old.
Omar Domenech(Dostovel)
Daaaangs, awesome results. Love the variation and different approach. It has an Iron Man feel to it. Remember to use same object data for objects and instances where ever you can to save up on resources. Really cool work here Jan.
Cheers Omar. It's actually all instanced (including lights) with geometry nodes and each object has both a high and low poly version for far and near field distribution. I'd say the scene is probably as light as it can get. 128 samples @ 239:1 took 1.6 minutes on my very old (but faithful) computer.
Great job! I particularly like your orange piping, metalwork, and the fans.
Cheers wardred. The orange metal is called corten steel. I seen it used with concrete on a brutalist building in London somewhere and loved the color scheme.
I love it!
Its probably the volumetric fog giving you the trouble.
You have a very large car park and the fog is fairly dense.
Cheers Adrian. Theres actually very little difference in render time with and without the fog, about 8 seconds. It's just an old computer. last time I updated the graphics card was a GTX 970, lol, computer had a 630 when I bought it. Proper old.
Daaaangs, awesome results. Love the variation and different approach. It has an Iron Man feel to it. Remember to use same object data for objects and instances where ever you can to save up on resources. Really cool work here Jan.
Cheers Omar. It's actually all instanced (including lights) with geometry nodes and each object has both a high and low poly version for far and near field distribution. I'd say the scene is probably as light as it can get. 128 samples @ 239:1 took 1.6 minutes on my very old (but faithful) computer.