old room

Please post finished works here.
talats
Posts: 163
Joined: Thu Apr 23, 2009 7:26 pm

Re: old room

Post by talats »

Hi Janusz,
The render is almost perfect. It nice to see as a value of 1.2 to importancegammamultiply give a good result to blur. According to me 1.4 is too much grain.
The indirect light coming into the room it's perfect and the rapport between contrast/brightness is realistic. Wich parameter of QLWF and Tonemap Blending did you use?

Talking about the render it self, it is great. It's also great the way as the backround match the render, the perspective and the exposure (it would be nice to have a tutorial about it).

I just don't like the desk wood. It's really reflective (and it can be) but it seems to me that all those reflection make miss the wood it self and at the end it seems too close to a plastic material.

Talking about the floor, I just think that the space between tiles (I don't remember the exact word in english) is too big, too visible, too black.

Just take a look to links below to see what I mean

http://www.vaneton.it/pavimenti/parquet ... istoni.jpg
http://www.ottavioghezzi.it/files/22010/parquet.bmp
http://www.cristiani.it/parquet/parquet-teak.jpg
http://www.topedilforniture.net/wp-cont ... rquet1.jpg
http://www.professioneparquet.it/parquet%20merbau.jpg
http://www.ecocleansystem.it/parquet-finitura.jpg


Anyway, really great render.

Roberto
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Janusz Biela
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Re: old room

Post by Janusz Biela »

talats wrote:Hi Janusz,
The render is almost perfect. It nice to see as a value of 1.2 to importancegammamultiply give a good result to blur. According to me 1.4 is too much grain.
Roberto
It is depeds how strong min/max You use. Higher parametr (for example 1.6) more min/max (for example 5000/10000 or more!)
I think 1.2 have a good balance with min/max blurr 500/6000
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Janusz Biela
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Re: old room

Post by Janusz Biela »

Last update. Render from Kray, no PS.
Attachments
lib_room.jpg
jotta
Posts: 45
Joined: Mon Dec 11, 2006 7:38 pm
Location: Spain

Re: old room

Post by jotta »

Johny_quick wrote:
olahaldor wrote: One question: do you model everything yourself or is this some Evermotion Archmodels stuff ?

I don`t have time for modeling, so I use for tests ready scenes. But: conversion from max, setup textures, setup Kray, setup light is my (so I use only source wire)
My favorite page:
http://www.3dmodelfree.com/3dmodel/list413-1.htm
Hello. I have seen the 3dmodelfree web page and there is a lot of good models to download. Please can you tell us how you convert from max to lightwave?

Thank you
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Janusz Biela
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Location: Finland
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Re: old room

Post by Janusz Biela »

joTTa wrote: Hello. I have seen the 3dmodelfree web page and there is a lot of good models to download. Please can you tell us how you convert from max to lightwave?

Thank you
1/ open scene in max3d (You have to install V_ray, can be demo)
2/ use this script: http://www.scriptspot.com/3ds-max/scrip ... erter-v2-5
for conversion V-ray material to normal surfaces.
3/ use export obiect as OBJ with Lightwave setup.
4/ load it under Modeler and rescale to 2.54% (sometimes You need 0.1%)
5/ Enjoy with UV maps include object
Attachments
Conversion.jpg
jotta
Posts: 45
Joined: Mon Dec 11, 2006 7:38 pm
Location: Spain

Re: old room

Post by jotta »

Johny_quick wrote:
joTTa wrote: Hello. I have seen the 3dmodelfree web page and there is a lot of good models to download. Please can you tell us how you convert from max to lightwave?

Thank you
1/ open scene in max3d (You have to install V_ray, can be demo)
2/ use this script: http://www.scriptspot.com/3ds-max/scrip ... erter-v2-5
for conversion V-ray material to normal surfaces.
3/ use export obiect as OBJ with Lightwave setup.
4/ load it under Modeler and rescale to 2.54% (sometimes You need 0.1%)
5/ Enjoy with UV maps include object

Thank you very very much. I have been searching a lot of time for the way to do this.
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