The Krob Competition just posted the winners for its 2010 competition. If you are looking to find some inspiration for final project rendering styles, This is a good place to start. The competition emphasizes more traditional, hand rendered styles, although it has started to except digital illustrations as well. There is a pretty broad range of techniques recognized, which is a nice change from the sketchup/vray renderings that seem to be taking over the architectural world.
A little off the subject of rendering, but this past weekend, I explored HDR (high dynamic range) photography. While I'm not a professional by any means, a problem I've always had with photography was my inability to reproduce through the camera, what I was seeing in actuality. This, I learned, was due to the camera having a limited dynamic range. The human eye when looking at the scene is constantly adjusting to the area it is focusing on, appearing to have a higher range. Long story short, HDR can create a much more exciting and painterly look. I did a little test with a picture of my couch (too lazy to find a good architectural shot). Taking multiple photos with different exposures are combined in a process called "tonemapping" to form the final image. I'm pretty excited with the possible implications this has to architectural renderings. Obviously computer renderings don't have the color information a RAW DSLR photo has, however, I'm interested in achieving a similar look by experimenting with new work flows.
A ton of people have been asking/emailing me from around the world to post the Grasshopper Definitions talked about on this site. Thinking back on it, I learned the most about GH from those who posted their definitions online. Following step-by-step tutorials is one thing, but being able to reverse engineer and pick apart a working file makes the learning process that much easier. To pay homage to those who posted their definitions before me, I decided to do the same.
This shot required an extreme amount of post-processing with Photoshop. Looking at the difference between the image rendered in Kerkythea and the final outcome, very little of the original Kerkythea rendering is left untouched. Unlike rendering programs, applying the textures in Photoshop allows me to instantly make adjustments and have much more control of the final outcome without re-rendering for hours. This illustration took about 8 to hours to produce including rendering in kerk and editing in Photoshop.
More on the Jindu project can be found at Paul Lukez Architecture
Below are a series of screen shots taken last week as I worked towards the final rendered image of the Jindu Pavilion. An interesting challenge with this shot was creating realistic ripples in the pool while still maintaining a high level of reflectiveness. This was accomplished with two renderings, one with a glass reflection, the other with a bump-map. I then combined the two renderings in photoshop. More on the project can be found here at Paul Lukez architecture.
Sketchup model ready to be rendered
Kerkythea rendering with waves in the pool
Kerkythea rendering without waves and showing white structure in the skylight
The final image with an extreme amount of photoshop editing.
I've recently been working on some renderings for a new project at work located in Honduras. In an attempt to avoid a computer generated appearance, these renderings experiment with multiple techniques to realize a more artistic painterly look. I’m in the process of creating some new tutorials that better describe these techniques. As with most of the renderings on this site, the images where created using Sketchup as the modeler, base rendering done with Kerkythea, and lots of Photoshop for the post processing. The following images are property of Paul Lukez Architecture