![]() Mostly I like using a sky texture with a thin treeline (or whatever) at the bottom. While it is very nice to get an impression of the view out, it is usually in the way when working on construction/interior details. It could be a good idea to do the outdoor stuff on separate levels (as mazoola does above) - or even in a separate file that can be pasted in for rendering and views later. The picture above (sauna with laundry), is also a test of how the treeline and sky reflected in the little lake - which is a roundish object used as terrain with a reflective surface. Experimentation and some trying and failing is to be expected to get it right. ![]() Aerial view rendering and Virtual visitor rendering will give slightly different results, both in terms of light, sky and angles (see SF Feature Requests 668. ![]() Hawkīy the way, I remembered a couple things: So SH3D can use png images with an alpha channel for a transparent background? Failing all that, some creative photo-editing of the rendered photos can also create cool pictures.Ĭurved object with image of trees, transparent at top (sky texture is just a gradient image seamless, 360°): Horizon in the background - treeline (or whatever) in the front. For instance, will I see sun setting on a mountain from my favourite chair. And for me, it is quite important to be able to test what the view out the window will look like. The nice thing about the curved treeline, is that SH3D sun will render nicely along the treeline depending on time of day (very nice for sun simulation movies).īoth these methods have the advantage of not filling the plan with lots of trees and other outdoor objects that bloats the file, yet they will give fairly realistic renderings. The sky is made transparent (removed) from the image on the object), so the SH3D sky will be visible in the background. ![]() The second example below uses a slightly curved object with a picture of a treeline. Or, as discussed here, just objects with texture images (could be semi transparent) flat, concave or convex is one way of doing it. These two links give advice on aligning sky/horizon textures: 5976 Add horizon, and 5533 Floor Texture - Adjusting Problem But it is also possible to cut and paste a panorama from a street-view service. If there is a nice (wide/panoramic) view around the plan (as in one of my projects) it is also possible to use a 360° panorama picture as sky texture, as the first example image below illustrates. For instance, the render that opens this thread uses the same three image components as the one from the earlier thread - but they had to be raised from 7' to 10' each, rescaled, and the race of some models altered. The main problem with this approach is that the 'billboards' have to be manually tweaked before each scene. The following screen shot highlights the three flattened boxes used to create the background. I then mapped that image against a transparent box, scaled it to a similar size, and placed it between the cityscape images and the house. To approximate its appearance, I started with a snapshot of its trunk and branches and created from it a transparent background PNG. The back yard of the property is dominated by an enormous, oddly pruned Mediterranean cypress. To visually match some photos I'd taken from the property, the panels ended up roughly 30' off the end of the house and about -5' in elevation.) Proper position and elevation were determined by watching the 3d view while wiggling the image object around manually. FWIW, the photo texture replaces the red face.) (As I recall, I ended up having to go with the 6-color box because textures wouldn't map correctly against the single-colored box models in the library. To create that background image, I used two 6-color boxes scaled to 51' x 20' x 1/8", each with a single component image from the panorama mapped to it. But that seemed like a lot of work and a lot of trial-and-error to get the scale and position accurate, so when I was preparing to render a test run of this image from this reply, I decided to fake it. What I planned to do was create a cylindrical object or curved wall large enough to encompass the entire modeled home and map against it the entire 200° panoramic view I shot from the roof.
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