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Interior Living Room

Posted: Mon Nov 09, 2015 2:10 pm
by Steel
Another try to improve surface and lighting skills.

Re: Interior Living Room

Posted: Mon Nov 09, 2015 3:12 pm
by thomas
Hi!

Looking good!

My quick tips / constructive feedback:
1) Your render will look twice as good if you put a nice glancing stretch blurry reflection on the wood floor. The reflection on the floor looks fake right now.

2) Just for your info, this is what I noticed, in the order I thought it:
- the couch looks a bit plasticky so needs a little texture. Just crumple on bump and a little fractal noice in the color channel will help a lot!
- the white vertical column looks a bit fake
- the chair on the left needs more fresnel effect (right now there's no difference between facing and glancing angle)
- the floor reflection
- the far away table needs blurry ref and glancing stretch as well.

Re: Interior Living Room

Posted: Mon Nov 09, 2015 5:44 pm
by Steel
Hi Thomas.

Thanks for your feedback. Twice as good sounds great ...this is what i want. :D
Do you mean with "nice glancing stretch blurry reflection" the anisotropy effect i think?
Just find Janusz examples in Kray Nodes section. I will try :-)

Maybe i´ll try to improve some of your other hints as well. Thanks

Greetings

Re: Interior Living Room

Posted: Mon Nov 09, 2015 6:37 pm
by thomas
Hi Steel,

With glancing stretch blurry reflection I mean that you need to use the node-shader from DP Kit ( here: http://dpont.pagesperso-orange.fr/plugi ... des_2.html ) on your floor surface.

Quick question: are you using node-based surfaces?

Re: Interior Living Room

Posted: Mon Nov 09, 2015 6:58 pm
by Steel
I´ve tried the dpont Reflection Node. Looks really much more better :D . Render times are about twice as long. Yes meanwhile about 90% of surfaces are based on node system.

Re: Interior Living Room

Posted: Mon Nov 09, 2015 9:17 pm
by Janusz Biela
Very good render. Technically nothing to say :wink:
I know the time render is no spectacular but I promise in K3 you will do it 2-4 times faster + much faster work flow (KrayVPR).

Re: Interior Living Room

Posted: Tue Nov 10, 2015 12:38 pm
by Steel
Thanks a lot Janusz. Iam looking forward to Kray 3.0 :D

Here is a litte update with new floor and table surface and changed Geometry/Material of couch.

Re: Interior Living Room

Posted: Tue Nov 10, 2015 12:47 pm
by thomas
Looking good!

When you use the DP reflection shader set the samples to 10, not 27 because that is way too much. One more thing: the pillows look as if they are in very synthetic sheets. I would try to make them look more like warm fabric (by making the level of reflection lower and much blurrier). The fabric of the blanket in the chair (lower left corner) looks a lot better because of that. Also I would put more glancing stretch on the floor reflection: if you look at the reflection of the standing lamp on the far right, you can see that the reflection of the vertical bar becomes a sort of "triangular cone" in shape, on the floor. It would look better with more glancing stretch.

For the record: I need to pick out very small details at the moment, because everything looks great! :D

Re: Interior Living Room

Posted: Mon Nov 16, 2015 1:45 pm
by Steel
Short animation sequence of livingroom

https://vimeo.com/145842675

Re: Interior Living Room

Posted: Mon Nov 16, 2015 2:08 pm
by nico
fantastic....render time? resolution? machine?

Re: Interior Living Room

Posted: Mon Nov 16, 2015 5:28 pm
by khan973
Nice !
What was the resolution and settings for antialiasing please ?

Re: Interior Living Room

Posted: Mon Nov 16, 2015 7:02 pm
by thomas
Coolness! :D

Re: Interior Living Room

Posted: Mon Nov 16, 2015 7:06 pm
by Janusz Biela
Thanks for scene Steel!
Here K3 tests with Physky2 and 6 Area Lights in windows.
Override mode to see better GI.
Full 2-pass FG:
K3_Area_FG.jpg
K3_Area_FG_B.jpg
Full QMC:
K3_Area_QMC.jpg
I can render with full Nodes setup but still waiting for K3 update (CPU issue when reflection/blur activated plus some small other bugs)
Later will activate full setting.
Please notice new photon transport engine :wink: