Making of Edition in Parnell

Edition in Parnell by MR.P STUDIOS was shared on the showcase section during August and now, the making of Edition in Parnell is giving us all a glimpse behind the scenes of MR.P teamwork on two images they delivered for a contemporary building design by Monk Mackenzie. Learn how they used RailClone, GrowFX and gave Corona Renderer their first go!

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Villenkolonie II

The exclusive properties are located in Obermenzinger Villenkolonie II, one of the best residential areas in the north-west of Munich. In the year 1900 four villas were built in Obermenzing and Pasing according to the plans of such great architects as Richard Riemerschmid, Bernhard Borst and August Exter. The beautiful green surroundings with well-kept historical buildings, modern multi-family complexes, large gardens and a lot of old trees provide an extremely pleasant, privileged living. The new buildings fit harmoniously in this environment. Obermenzing is one of the most sought after residential areas in Munich. Here a high recreational value meets a family-friendly, grown infrastructure. The idyllic Würmgürtel presents itself as a natural oasis, the nearby Blutenburg Castle unfolds its historic charm in every season and conveys a very special feeling for life.
September 2018
https://www.behance.net/gallery/70242345/Villenkolonie-II

La houltais

This project is spread over 2 different sites on one side and the other of the town of Romillé. We had at our disposal a detailed landscaped plan as well as an architectural notice with references of buildings.
All the buildings have been designed internally in accordance with the references provided.
Each zone has been created by a single graphic designer.

Link to 360° renders : http://spectrumdr.cluster026.hosting.ovh.net/giboire/tour.html
As we use Fstorm (Gpu render), our main constraint was the management of video memory on 360 ° shots.
All mesh has been cleaned with pro optimizer and bitmap resized almost case by case. The maximum resolution of our textures do not exceed 2K. Most are between 1024 and 512 (even 256 for leaves in particular).

The GPU memory management put a big pressure but in the end we had a rather comfortable margin on the animation renderings (1080p).
Obviously the 360 ° in 8K were close to the limit.
Rendering time was less than 15 minutes per image (2 computers with 3 GTX 1080ti / limited to 3000 samples)