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David Santos已经开始重新制作卢加诺湖住宅渲染图。这是JM Architecture设计的一个美丽的住宅项目,设计师用SketchUP 2015建模,SketchUP v2.0中的V-Ray渲染,又用HDRI渲染了基础的傍晚灯光。在这篇博文中,我们跟随David一起来完成这个项目的渲染吧!

David Santos has set upon recreating the Lake Lugano House. A beautifully designed house by JM Architecture that he modeled using SketchUP 2015 and rendered with V-Ray for SketchUP v2.0 as part of a personal study of HDRI based dusk lighting. Follow David in this article as he takes us from start to finish on this one. Enjoy!


简介

瑞士卢加诺湖住宅项目的灵感来自于对插件SketchUp 2015和SketchUP 2.0中的V-Ray进行新的探索。该项目是JM Architecture事务所在瑞士卢加诺湖畔设计的住宅,下面的解说是出自于我自己的学习分析。

Introduction
The Lake Lugano House (Brusino Arsizio, Switzerland) project was born out of my motivation to explore the new possibilities enabled by SketchUp 2015 and V-Ray for SketchUP 2.0. It is a personal interpretative study of a house, designed by JM Architecture on the shore of Lake Lugano, Switzerland.

卢加诺湖住宅渲染图/ Ronen Bekerman第1张图片
Photo by Peter Sieling



我用两周来完成,选择该项目的目的是通过用人工室内室外灯光来学习黄昏场景渲染。我也试图用SketchUP的V-Ray建立场地特色的内置深度来获得看似真实的效果图。

项目中也包括一张多云的天空和亮黄色室内图。色调看上去应该通过Photoshop来达到效果的。

My goal with this project was to study dusk scenes with artificial interior and exterior lightning, and took close to two weeks to complete. I also attempted to achieve a photo realistic look using the built-in depth of field feature in V-Ray for SketchUP. There was a focus on crisp and contrast-rich images achieved thanks to the cinematography color grading plug-in used during Photoshop post production.

The project also includes an image with cloudy sky and gold interior. The tones seen here were mostly achieved using Photoshop.


关于住宅

该两层别墅住宅位于卢加诺湖湖畔山坡上,由于特殊的地形,两层建筑并没有位于同一平面。一个圆角多边形玻璃房在地面之上的层,包含生活区、厨房、餐厅及仓储空间。卧室、浴室和车库在半地下较低的层。

每一个层级都有与其密切关联的独立室外空间。玻璃房子定义出了两个区域:一个是朝向山的一面是一个很私密的空间,依照当地建筑形式,这里处于红线和建筑收进线之间。另一个是能俯瞰湖的花园。同样,卧室面对着花园,被建筑和界墙包围。围墙与玻璃房子之间的环形地带放大了室内空间。

•        建筑设计事务所:JM Architecture
•        摄影:Jacopo Mascheroni
•        灵感来源:James Pickford

About the House
Lying on the slope of a hill, on the shores of Lake Lugano, the villa consists of two volumes organized on different levels due to the particular topography of the site. A polygonal shaped glass pavilion with rounded edges stands above a linear underground block. The living and dining room, the kitchen and storage spaces are located in the pavilion, while bedrooms, bathrooms and garage are in the lower level.
Each level relates itself with independent outdoor spaces, which are closely related with the interiors. The glass pavilion overlooks two much defined areas : the first, toward the mountain, is a very private zone resulted in the area between the property line and the building setback line according to the local building code. The second is a garden overlooking the lake. In the same way, the bedrooms face a garden enclosed by the building and the perimeter wall. The ring, obtained between the perimeter wall above and the pavilion, amplifies the interior space, with seems much larger than what it actually is.
•        Architecture : JM Architecture
•        Photographs : Jacopo Mascheroni
•        Inspired by : James Pickford

卢加诺湖住宅渲染图/ Ronen Bekerman第2张图片



项目

首先,我很感谢Ronen给我提供这次机会写这篇文章。我很乐意在这里分享我的博文。

我选择该项目要从三年前说起。我上网搜索HDRi照明使用的相关内容,一个项目一下子就吸引我的注意力。这个项目就是Lake Lugano House 3d recreation by James Pickford,我对自己说,总有一天我会尝试重新制作该住宅渲染图,获得和CG相同效果的图。

受客户委托做过许多项目后,我决定现在是时间开始一个我自己的项目了。这个项目要使我能够探索我几年里学到的许多东西。自从我开始使用ArchVIZ,在渲染中获得傍晚的景色和基调是我一直着迷的地方。在这个个人项目中,将室内照明和周围照明结合起来并达到平衡,从而获得想要的基调,这就是我在这个个人项目中想要的结果。

虽然开始了,但是因为太多的其他工作要做,导致还没有完成。但是,直到期待已久的64位的SketchUP 2015出来后,我觉得是时候继续这个项目了,以此来测试一下这个插件的新功能。

The Project
First of all, I would like to thank Ronen for the opportunity of write this article. It’s a great honor and pleasure to be showcased here on the blog.
This project has its origin back three years ago. I was surfing the web, searching for references about the use of HDRi lighting and I found a project that caught my attention right away. It was the Lake Lugano House 3d recreation by James Pickford and I said to myself that one day I will attempt remaking this house and achieving the same kind of look in CG.
After many commissioned projects for clients, I decide that it was time to make a personal project. A project in which I can explore many things that I’ve learned over the years. Getting the dusk look & feel was something I was always fascinated about since I got started with ArchVIZ and achieving that mood where interior illumination and ambient illumination are combined and in balance was a goal for me during this personal project.
Once I finally got started, it was delayed due the amount of work I had and I was unable to complete. But, after the long-awaited 64-bit SketchUP 2015 came out, I knew that was a great time to resume this project and test the new capabilities.



为什么使用SketchUP?

答案很简单:因为我喜欢!SketchUP是一个强大的工具,虽然人们经常低估它。让我来展示一下这个神奇工具的真正力量吧。

前面说过了,这个项目是去年开始的,当我开始用一个没有经验的CAD制图工具开始时,完成了原始的JPG形式的制图。经过多次尝试后,我发现正确的建模方法。

Why SketchUP?
Because I love it! SketchUP is a powerful tool that is often underestimated, and let me show you the real power of this amazing tool.
Like I said before, the project beginnings dates back to last year, when I started modelling with a raw CAD drawing that I made from JPG’s of the original drawings. After a lot of tests I found the correct way of modelling this.



选择项目

为什么选择这座住宅?

因为简单!

第一眼看到该项目时,它就吸引了我。建筑解析非常简洁,同时项目又很复杂。给其一个细节又保持其干净利落,这确实是一个挑战。我认为将曲面玻璃幕墙元素和周围环境和外部设计完美融合在一起,是一个要解决好的重要的地方。在SketchUP中,曲面和玻璃结合在一起是一个很大的挑战。

主导色白色和注重细节成为该项目真正的挑战。

过程开始,我收集了尽可能多的信息来创建住宅的制图和照片。

Selecting the Project
Why this house?
Easy!
First time laying my eyes on it the architecture seduced me. The simplicity of the architectural resolution is so clean and complex at the same time. It was a challenge to give it detail and to keep it clean. The curved glass is one of the elements that I thought was important to resolve well along with the surroundings and exterior design. The gravel and grass combination was a great challenge in SketchUP.
The prevailing white color and the attention to detail makes this project a real challenge.
The process started gathering as much information as possible, starting with the house drawings and photos.

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同时获得了许多我想要的视觉和感觉的参考案例。

As well as obtaining many visual references for the look & feel I was aiming for.

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AutoCAD快速制图

因为我没有原始草图,只有一点参照而已,大部分出自猜测和肉眼观察得来。

Quick AutoCAD draft
Since I didn’t have the original drawings and there was only a few references, much was guessed and eyeballed.

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建模

环形建模方式


因为建筑没有90度角,我开发了一个系统,在里面建筑的所有部分都是用平板建模,得到主体的玻璃环绕模式。

正如你所看到的过程,步骤为:

1.        创建一个玻璃环绕的平面图。
2.        通过平版印刷创建建筑边界线。
3.        玻璃和屋顶部分也依照此方法。

Modeling
The “Ring” modeling approach

As the house doesn’t have 90 degree angles, I developed (after a lot of tests) a system in which all the parts of the house are modeled by offset to the main glass enclosure.
As you can see in this process, the steps are :
1.        Creating a plane that is the glass enclosure.
2.        Offsetting to create perimeter beams.
3.        Follow that with the glass and roof parts.

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细化几何图

进入到小的细节部分是需要花费时间的,我使用了三个插件来帮助得到我想要的效果:

1.        生成地板——创建室内、室外地板样式。
2.        圆拐角——在边界处进行细节处理。
3.        地面——分散有草和树。

Detailing the Geometry
Getting into the small details took time and I used three plugins to help achieve what I aimed for :
1.        FLOOR GENERATOR – to create the interior and exterior floor pattern.
2.        ROUND CORNER – to give detail to edges.
3.        FUR – to scatter grass and trees.

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室内建模

考虑到建筑本身很大程度上就是该项目,室内建模相对简单。

室外建模

室外建模是通过以前住宅的相关图片完成的,特别是植物和沙砾路。

Interior Modeling (SketchUp view, plan view)
The interior modelling was relative simple given that the architecture itself it’s a lot of the project.

Exterior Modeling
The exterior modelling was achieved by the referencing photos of the original house, with emphasis on the vegetation and gravel.

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植被

这个场景中使用了代理,它们来自不同的收藏:Evermotion,CGAxis,Arroway Texture和各种免费资源。

第一种类型是V-Ray代理,应用到了地面的设计上。第二组是作为背景树。

The Vegetation
Proxies used in this scene where from different collections : Evermotion, CGAxis, Arroway Texture, and various free sources.
The first set of V-Ray Proxies where used in the ground level. The second group as background trees.

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材质

过程中,建模的下一步就是应用材质。

这就是模型怎样看上去是灰色调的原因。

Materials
After the modelling part the next stage in the process is applying materials.
This is how the model looks like in clay style.

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这里有三种特殊材质我需要特别注意:

There where three special materials I give special attention to :

Interior Wood Floor/室内木地板

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Exterior Wood Floor/室外木地板

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Concrete Perimeter Wall/水泥界墙

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标准材质

其余材质很简单,基本上是散布和反射图层。

Standard Materials
The rest of the materials were very simple, basically a Diffuse and a Reflection layer.

卢加诺湖住宅渲染图/ Ronen Bekerman第16张图片


铬合金是一个单一的反射图层材质,有fresnel反射和细小的光泽。

Chrome is a single reflection layer material with fresnel off, and small glossiness.

卢加诺湖住宅渲染图/ Ronen Bekerman第17张图片


Glass Simplified Material/玻璃简化材料

卢加诺湖住宅渲染图/ Ronen Bekerman第18张图片


Gravel and Proxy Materials/沙砾和代理材质

卢加诺湖住宅渲染图/ Ronen Bekerman第19张图片

卢加诺湖住宅渲染图/ Ronen Bekerman第20张图片



照明

室内照明是一个IES & Sphere灯光的混合。

没有HDRi的室内灯光形态

Lightening
The interior illumination is a mix of IES & Sphere lights.
Interior light configuration without HDRi

卢加诺湖住宅渲染图/ Ronen Bekerman第21张图片


Sphere Lights Settings :/球面灯光的设置:

卢加诺湖住宅渲染图/ Ronen Bekerman第22张图片


Rectangular Lights Settings :/矩形灯光的设置:

卢加诺湖住宅渲染图/ Ronen Bekerman第23张图片


IES lights Settings :/IES灯光的设置:

卢加诺湖住宅渲染图/ Ronen Bekerman第24张图片


Exterior light configuration without HDRi/没有HDRi的室外照明形态

卢加诺湖住宅渲染图/ Ronen Bekerman第25张图片


Sphere lights Settings :/球面灯光设置:

卢加诺湖住宅渲染图/ Ronen Bekerman第26张图片


IES lights Settings :/IES灯光设置:

卢加诺湖住宅渲染图/ Ronen Bekerman第27张图片


Two Sided Material :/两种边界材质:

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装有HDRi 的V-Ray Dome Light制作的球形照明

V-Ray Dome Light设置:

Global Illumination archived with a V-Ray Dome Light loaded with an HDRi (1957 Dusk Clear by PETER GUTHRIE)

V-Ray Dome Light Settings :

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渲染:背景渲染

Rendering: The Rendering Settings

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VFB channels /VFB渠道 (Image of the channels)

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Rendering/渲染

卢加诺湖住宅渲染图/ Ronen Bekerman第37张图片

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框架:摄影构图

下图你会看到最终效果图框架的背后是什么

Framing : Photographic Composition
Below you can see what is behind the framing of the final images

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后期制作

这里后期制作的过程:

1.        Photoshop合成(截图图层)
2.        纠正渲染错误(RAW渲染)
3.        颜色纠正(对比)
4.        层级和透明度(对比)
5.        色彩视觉(效果)
6.        摄影效果(完成的图)

Post Production
Here are the stages of the Post Production :
1.        Photoshop compositing (Screenshot layers).
2.        Correcting rendering errors (RAW render).
3.        Color correction (Comparison).
4.        Levels and brightness (Comparison).
5.        Color vision (Effects).
6.        Photographic effects (Finishing image).


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Base Render/基础渲染

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Background Added/背景补充

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Composition Adjustment/成分调整

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Color Corrections/颜色修正

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Levels and Brightness/水平和亮度

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Color Vision and  Effects 1/彩色视觉和效果1

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Photographic Effects-Final/摄影效果


所以,这是它。

我希望你喜欢它。

So, that`s it.
I hope you enjoyed it.

出处:本文译自www.ronenbekerman.com/,转载请注明出处。


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