Our workflow is really straight forward: after our first meeting with the client we create a storyboard in order to have the necessary feedback, we do this roughly 3 times until everyone is satisfied with the camera angle, materials, the mood and - the most important thing - with the feeling we want to depict.
Some of the new features of VRay 3.5 for 3ds Max include ability to add VRayScene object node to import .vrscene files in 3ds Max, NVIDIA MDL support, V-Ray GPU enhancements, and reworked lens effects.
V-RayforC4D 3.4 was released in December 2016. It is seamlessly integrated and optimized for both CPUs and GPUs, using whatever an artist picks to deliver high-quality imagery and animation quickly, even when working with complex 3D scenes.
As you already know, the last days of October animago Awards has announced the winners of this year. Today we would like to introduce you Stefan Larsson from Japan. His CG animation "Spatial bodies" was chosen by animago expert jury as the best Architecture Film of 2016.
V-Ray for MODO® seamlessly integrates production-proven rendering capabilities into MODO’s native workflow.
Phoenix FD is an all-in one solution for fluid dynamics integrated seamlessly into 3ds Max and optimized to render with V-Ray.
One of the most important thing is to look at the details in the real world and work on it. More you work on the details, more the scene will be realistic.
SideFX released Houdini 15.5 with an improved workflow for modelers, more accurate crowd controls, a new VR lens camera for rendering to industry-standard formats and support for third party rendering in Houdini Indie.
You need to really enjoy what you do. ArchViz is a brilliant career but with many obstacles along the way.
My "secret" tool is Vray2SidedMtl. It's a cool way to create realistic leaves for vegetation and, in my opinion, it's better and also faster for rendering than using translucence map.
For achieving photorealistic results general taste in design is far more important than just a technical knowledge of the software.
My way to achieve photorealism in lights and materials is always having good references and working strictly based on them.