Hey mate,
For some reason, it looks like a model or toy house.
I think there some sort of scale issue going on that is making me think that.
What's the texture/material in front of the house?
It sort of looks like marble, but I'm guessing it's a driveway.
The palm trees are identicle - try randomising them a bit. Grab some branches and move them, alter the height of one, etc.
The bush/shrub in front looks okay, but the leaves look kinda too big.
The overall lighting looks too harsh/strong.
I'd put some furniture in the inside of the house - since we can look through the windows.
It looks like you're using Mental Ray's physical sky - which is fine. I like it.
I'd also adjust the camera to be eye level - might help the scale issue.
Most windows have a mirror effect when looking at them.
That can be controlled with the BRDF:
* BRDF
BiDirectional Reflectivity Distribution Function
This lets you control the reflection based on the angle of incidence of the viewer's eye.
0-degree reflection is looking directly at the surface
90-degree reflection is looking parallel to the surface
If you wanted to look directly THROUGH the glass, set the 0-degree reflection to 0
If you want to get reflection when you encounter a sharp angle, set the 90-degree reflection to 1
A Daytime scene would have a higher 0-degree reflection value than a night time scene
A Night time scene would not have much reflection and the 90-degree reflection would be lower
Curve Shape: adjusts the fall-off or the sharpness of the curve between the two values
Some custom BRDF settings:
Daytime, outside a building: 0.0, 1.0, 0.7
With the settings above, looking straight into the glass, it is still somewhat transparent but also reflective.
If you move the camera so that it's close to the glass and looking at about 75 or 80-degrees on the glass, it's practically a mirror.
Just imagine a wall of this material, stretching up to the sky...
Ex: Glass's reflectivity depends upon the light levels on either side of the pane of glass.
If you have a lot of light on the OUTSIDE of the building and not much light on the INSIDE, you tend to get a lot of reflection in the glass.
The opposite is true also.
If you were OUTSIDE the building at NIGHT with more light on the inside than the outside, there would be a lot of transparency.
and
* to get a nice, shiny, reflective glass (like a glass wall in an office building):
M -> pick a material slot -> A&D Materials -> Frosted Glass (Physical)
Diffuse and pick a colour
Drag the Diffuse colour to the Reflection group (copy)
Refraction Group -> Transparency -> set to 0
(at 0, light will bounce off, not penetrate. Makes sharply-defined reflected images in glass)
BRDF -> Custom Reflectivity -> 0 Degree Refl. -> set it to .5
__________________
-SandmanNinja
Current Tutorial: AutoCAD 2006 tutorials
Current Book: 3ds Max 2009 Architectural Visualization - Intermediate to Advanced