Revit Rendering Glossy Reflective Floors
Making the floor reflective.
Revit rendering glossy reflective floors. The advanced kernel mode calculates all lights and simulates the light reflections as in the real world. When rendering a highly polished floor using high or best setting. I used default reflection for the right hand wall the first time. If you have the skills or want to work on your rendering capability you can render as a clay model and post process it in photoshop light room.
However any material characteristic that causes visual distortions such as blurred reflections or transparencies requires more work to render and so requires more render time. I personally hate rendering in revit. Default materials are grey rgb 80 80 80 and 50 reflective glossy. But making the walls reflective will add realistic detail as well.
However the primary upgrade with the latest version of revit 9 0 is a substantially improved rendering engine the same type of rendering engine that 3d studio max uses and think it is a. Of course we need to make the mirror reflective. I have used revit for the past 2 1 2 years and agree that up until revit 9 0 the rendering engine was incapable of doing presentation quality rendering. What follows is an explanation of how to assign these materials in revit.
For this blurry reflection effect you need to use more rendering passes. Look at alex hogrefe s work. Revit can render matte reflections quickly. Here i left the forest on but changed the materials to be glossy which smooths out the highlights.
Rendering with floor walls and mirror reflective. How reflection types affect render performance. They do not look like anything that we would be familiar with in real life. In addition to the native revit materials there are special materials that can be called from within revit s native material editor that will be instantly applied to surfaces and displayed in the enscape window.
The render appearance of a material specifies its reflectivity. To make a surface reflective right click on the material and load the material editor.