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Sitting area work in progress
Posted: Sun Aug 14, 2005 6:59 pm
by Frances
This is a test scene I've set up from various objects I created in Rhino. I modeled some miters for the corners of the mirror frame. Somehow the whole object got moved out from the wall, so I stopped this render just shy of 3 hours. I'm rendering a revised version now. I also added the wood texture in as a bump map while I was at it.
Here is the original size:
http://surrealstructures.com/Maxwell/ro ... test07.jpg
Here is a closer shot from before I added detail to the mirror frame.
Here is the original size:
http://surrealstructures.com/Maxwell/ro ... test05.jpg
The lighting consists of four pillers in each corner of the room with a 100W emitter material, and one low-wattage mxi image replacing the entire wall to the left.
Since you can do very little to control texture mapping in Rhino, bitmaps are tricky.
I haven't adjusted curves in Photoshop or anything yet.
Posted: Sun Aug 14, 2005 7:06 pm
by pluMmet
Excellent Frances!
Such sharp design. I love it!
What are the settings for the coffee tables metal parts?
Posted: Sun Aug 14, 2005 7:22 pm
by Frances
Thanks Eric.
The coffee table metal is Cobalt with a U and V roughness of 0.5 and a noise map in the bump channel.
I may play with a gold material for the picture frame because I recall someone (Kabe?) doing test on controlling metal color intensity via the Glossy controls. I have to go find that thread.
Posted: Sun Aug 14, 2005 7:50 pm
by deesee
Awesome work Frances!!
Did you consider rotating the view angle. At first I didn't recognize the light fixture in the corner and thought that the two wall somehow ended at a window opening or something. An angle that shows the corner seam, even a bit may add more to this beautiful rendering.
Love the table!!
Posted: Sun Aug 14, 2005 7:56 pm
by 4 HeRo
Excellent work
Has a soft mood about it, really nice design.
Love the amount of detail to...
John
Posted: Sun Aug 14, 2005 8:55 pm
by Maximus3D
Good work on the modeling Frances

you know your Rhino well..
I like the frame around the picture on the left side, detailed stuff going on there.
Renderings came out nicely too, perhaps a bit moody colors, earth like colors in it but that could be made on purpose.
/ Max
Posted: Sun Aug 14, 2005 9:56 pm
by Micha
I like the clear design. Wonderful elegant.
One question: Which values do you have used at the bump maps? It is not so easy for me to find the right values.
Posted: Sun Aug 14, 2005 10:30 pm
by Frances
Thanks everyone, for your comments.
Deesee, I agree about the shot being a little ambiguous. I'll rotate the camera view a bit.
Max, I recently bought a beautiful book entitled "Color For Interior Design". I think I should read it.

I'm trying to decide which way to go with the walls. I like the fabrics, and am thinking of pulling a shade of the background color of the rug for the walls.
Micha, I used a bump value of 10 for the floor grooves. The metal shader doesn't seem to have a control for the bump value, so I guess it's 25?
Posted: Sun Aug 14, 2005 10:41 pm
by Mihai
Nice modelling, the mood is tranquil yet sophisticated
If you look at the histogram of the pic you will notice most if it is in the darks and blacks, almost nothing in the upper half. I just adjusted levels a bit to even them out.
It would be better though to adjust fstop and ss settings in the render preview until we get 16bit output support.

Posted: Sun Aug 14, 2005 10:48 pm
by Maximus3D
That book sounds good, and most useful for this kinda work you do Frances

it'll work as good bedtime reading.
I had another look at your rendering now and the table legs and the thin wire like thingy wrapped around them would probably look good as wood or bent bamboo with thin cut some other wood or grass used to bind the legs together like you done in your model, then you retain the earthly colors in your scene and you won't get the metal to break up the ongoing theme
O and i almost forgot to say.. that floor lamp should be a different one, it's so bright people would go blind looking at it. A brass lamp, with the worn look as it's aged would look great there instead of that box light thingy you got there now.
/ Max
Posted: Sun Aug 14, 2005 11:39 pm
by Frances
Mihai, thanks for the comments. The floor looks a bit too red in the adjusted version. I haven't done any post processing yet. I'm using an fstop of 5.6 and shutter speed of 100.
Max, I built the whole scene around the idea of the light columns. Right now they are simple emitter planes. I'm going to experiment with fluorescent tubing behind a transluscent material. I think the vertical corners will be some sort of metal.
Here is a photo of the original table. The lashings are metal.

Posted: Mon Aug 15, 2005 9:09 am
by Kabe
Frances wrote:I may play with a gold material for the picture frame because I recall someone (Kabe?) doing test on controlling metal color intensity via the Glossy controls.
Unfortunately not color, just glossiness and reflection:
http://www.maxwellrender.com/forum/viewtopic.php?t=5065
Nice pict btw
Cheers
Kabe
Posted: Mon Aug 15, 2005 9:43 am
by Frances
Thanks for the link Kabe.
Well everyone, mxcl.exe keeps crashing after it renders for awhile. Not sure what's up with that.
Here is the improved viewpoint. I don't know what sampling level this reached when Maxwell crashed.
Original size:
http://surrealstructures.com/Maxwell/ro ... test08.jpg
Here is my attempt at transluscent panels for the light pillar:
Original size:
http://surrealstructures.com/Maxwell/ro ... test09.jpg
It was already showing the yellow dots of death when Maxwell crashed at 14 samples. The light pillar isn't how i pictured it. I don't like the lighting affect in the corner either.
I'm off to find Mike Tripoli's candle post...
Posted: Mon Aug 15, 2005 3:39 pm
by Micha
Thank you for the Bump values.
For your light: you could try textured emitters with a fallof to the edges, maybe, it is faster.
Also, you could try to use a non-thick single surface per lamp side. Some days befor I have rendered some glass objects on a SSS shiny plastic, a single surface with a emitter behind. I have got less noise with the single surface than with a thick surface.
An other way could be, you render only a sss surface with a tube light behind and you use this a mxi emitter texture for your lamp sides.

Posted: Mon Aug 15, 2005 3:51 pm
by Frances
Thanks Micha! I'll try single-thickness surfaces for the panels.
