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interior renders

Posted: Wed Jan 09, 2008 10:00 pm
by _mats_
Hi everyone,

some new renders, still WIP, I am trying to get a better feel for realism, any ideas how to make these more real?

I noticed (at least on my renders) that a sunlit room or area looks much more realistic than a nighttime render lit with spotlights or any artificial lighting, any advice?

I tweaked them in PS a little bit

Thanks !

Matt -

Posted: Wed Jan 09, 2008 11:51 pm
by sepo
They are quite nice. Did you use soft glow?

Posted: Thu Jan 10, 2008 12:15 am
by _mats_
Thanks !

I cloned the layer, added gaussian blur to that layer, then 50%, blending mode hard light, tweaked the levels and got something like this.

This soft glow technique looks very good on animations too, but its easy to go too far with it sometimes, maybe sharpening the bottom layer might help so its not too hazy, I will have to try.

I still think some materials or lighting is not very realistic.. it might be a materials issue, but I cannot pinpoint where the effect is lost

Posted: Thu Jan 10, 2008 1:26 am
by Janusz Biela
Nice quality and light (super floor and light on floor)
For me: too bright shadows and too strong glow (need better contrast and sharp)
Time/CPU?
How you make light on floor?

Posted: Thu Jan 10, 2008 4:24 am
by _mats_
Thanks Johny -

I agree some shots looks better sharper I will play with some settings, I seem to get better realism when using a sunlight all the time

the floor is a combination of bump, diffusion and spec mapping, Here is the material attached

Posted: Sat Jan 12, 2008 1:52 pm
by Janusz Biela
_mats_ wrote:Thanks Johny -

I agree some shots looks better sharper I will play with some settings, I seem to get better realism when using a sunlight all the time

the floor is a combination of bump, diffusion and spec mapping, Here is the material attached
thx for sharing, could You can show setup light (luminos ball on floor)?

Posted: Sat Jan 12, 2008 9:11 pm
by _mats_
Sure, its nothing special really, just a sphere with Luminosity in an incidence angle gradient so its brighter at the center, and reflection on the edges where the luminosity drops off, all of that is not really visible in the render, unless you reduce the intensity of the luminosity.

and the spheres are computed as direct illumination, hope that helps !

Matt -

Posted: Sat Feb 16, 2008 12:01 am
by savinoff
A little advice, if you still need it (quite an old post:), would be to make all the different types of lamps you have in your scene have different light temperatue (read color), with the ceiling halogen lamps having most neutral (yet slightly warm) temperature, the tube lamp more cold (towards green or blue) and the floor lamps being most warm, almost orange. The underceiling glow needs to also have its own unique character, probably some warm yellow-orange color as well. It's important to not overdo this whole coloring thing and there's no exact recipe as to what needs to have what color. Yet it may help to break the uniform lighting and make the scene to look more interesting if you have time to experiment.

Just a few cents.

Posted: Sat Feb 16, 2008 12:06 am
by _mats_
thanks Savinoff.

the post is kind of old, but havent finished that project yet, I will play around with those lighting settings, they are still making changes to the room and furniture :(

I rendered an anim test and looks pretty good animated, finally got a 100% splotch free GI

Matt -

Posted: Sat Feb 16, 2008 1:40 am
by Leftover
Sounds as nice client :)
I'm playing with settins for anim as well. So far so good but sometimes i get splotches anyway. Don't you mind to share yours setting for animation, please? Would be interesting to have a look.

Posted: Sat Feb 16, 2008 3:50 am
by _mats_
Sure thing, here are the settings.

I found that the N value is pretty important to have a blotch free anim solution.

I used the 2-pass GI method, rendered the GI file at 1/4 the screen resolution without issues.

settings attached, good luck !

Posted: Sat Feb 16, 2008 7:13 am
by Leftover
Thanks, _mats_!
Looks similar to my settings in some areas, exept i tried to get a bit deeper indirect shadow "leftovers" :)

Posted: Sat Feb 16, 2008 11:29 am
by weepul
A high N relative to photons means a smoother solution, but also one with potential light leaks and general lack of detail in shadow areas (light where it shouldn't be).