Not there yet? Post your work in progress here to receive feedback from the users.
User avatar
By Jozvex
#384243
Hi guys!

We are getting ready for a much needed bathroom renovation in our house, so to help my mother visualize the changes I decided to recreate the current bathroom in Maya as a first step, before trying out new changes. I haven't done much archvis before so this has been a fun new challenge! I'm hopefully going to turn it into a VFX sequence where the current bathroom changes/rebuilds into the design we end up with, so I've filmed inside the real room for matchmoving purposes to get some realistic camera motion etc. All of that is in the future, but for now I'll start posting renders!

Test from a few days ago:
Image

Today's wireframe:
Image

Today's latest render:
Image

There's still a bit to do, the biggest things being to model the toilet which I'm avoiding (not a very confident modeller :lol: ) and add the bath, shower and sink taps etc. The wood on the vanity is blowing out because to create the light streak across the floor (sun through the skylight) I'm using a custom IES light that needs to be modified further. The skylight is a homemade MXI emitter that I created by taking multiple exposures of the actual skylight.

The walls and ceiling are a bit too shiny and textured, but not by a lot. I'll post some photos of the real bathroom in my next update. :)
By rusteberg
#384245
Hey Jared, if the skylight is the only source of external illumination for this scene, then I would just use a regular emitter instead of the mapped .mxi you are using. If it were me, I would set that skylight emitter to 6500k for temp and render with that first, then calibrate interior lighting from there based on the exposure from "exterior" illumination.

If sunlight has to be shown piping through the skylight, then setup a physical sky and pipe that puppy through the plug..... no shortcuts....
User avatar
By Jozvex
#384279
A granny bathroom! Are you suggesting that luxurious pink floor tiles and strange pink triangle feature tiles are NOT the pinnacle of modern design?! :lol:

Well, I gave it a shot. This render is using a 'real' skylight with physical sky. The sunlight on the floor is not accurate but I could probably figure out why. As I anticipated though, it took forever
to render compared to the previous version! Previous took 1.5 hours, this one took 5:
Image
User avatar
By Jozvex
#384490
Just for you rusteberg! :D (actually just ready to update anyway)

I still haven't modelled the toilet haha, but the rest has made progress.
Image

I've also started working on the re-designed bathroom (as the idea currently stands) and it is rendering right now! So I'll post that later.

As you can see, I got my "sun" caustic light pattern working thanks to some version 3.1 beta magic! It's still not quite perfect but this is the photo
reference:

Image
(messy bathroom, yes)

The skylight is now just a 7500k emitter with a magic spotlight projecting the caustics! I rendered it to SL 15 which took 2 hours. The ceiling is looking a bit too
textured still, but it also clears up slower due to only indirect lighting.
User avatar
By Jozvex
#384499
New design:

Image

I'd like to point out that I'm merely following instructions on the design and neither of us are interior designers! This is the current design so far. The vanity unit will probably be replaced too.
User avatar
By Jozvex
#384558
Uh oh, bought a copy of MARI Indie on Steam yesterday. I've gone a bit overboard! :lol:

Image

I'm really enjoying MARI so far though, very good tools. Thankyou for the website links Fernando!
By rusteberg
#384581
Jozvex wrote: I've gone a bit overboard! :lol: !
not at all :D
fingerprints may be a little heavy handed and I'm not sure what the spotted dents here and there are supposed to represent but it looks like there are three parts; the base, the handle, and the nut holding all three together. not sure why the base of the handle appears a little "droopy" at the lower left at the base and i'm also missing some subtle corrosion/roughness/dirt/etc to help give a little separation/distinction between the nut and the handle for a hint that those two pieces are separate and give some sort of story that they were assembled by hand instead of computer mouse.
User avatar
By Jozvex
#384582
I agree with everything you said! The fingerprint is way too strong, I just stuck it on there because MARI comes with a fingerprint brush. You are also very right about the lack of rust between the nut and the handle, that may require some additional geometry and I was too tired to add it last night. :) Here is my reference image of one of our taps:

Image

You can see what I was trying to achieve with the 'droopiness' of the handle, it is built up rust. But I've done too many droops and some don't have rust on them. Also, my scratch lines are too thick. I'm still totally new to MARI but it looks like I'll be able to automatically set up texture channels for Reflectance 0, 90, roughness, bump etc for every object I bring in. Very cool! I was confused at first about how to export masks but I figured it out after that render.
By rusteberg
#384583
Jozvex wrote:I just stuck it on there because MARI comes with a fingerprint brush.
brilliant!!! :lol:

edit: now seeing the reference and reading your response that explains a lot of what i'm seeing. seems like a nice little piece to hone in that new tool (mari) you're working with :)

after a lot of years doing arch-viz... almost 20 a[…]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]

Hey, I guess maxwell is not going to be updates a[…]

Help with swimming pool water

Hi Choo Chee. Thanks for posting. I have used re[…]