Page 1 of 1

Interior--Residence

Posted: Wed Jan 20, 2010 6:29 pm
by jvanmetre
Additional images:

Image
By null at 2010-02-20

Image
By null at 2010-02-20

Image
By null at 2010-02-20

Sharpened Images:
Image
Shot at 2010-01-20

Image
Shot at 2010-01-20

Image
Shot at 2010-01-20

Image
Shot at 2010-01-20

Image
Shot at 2010-01-20

Image
Shot at 2010-01-20

Re: Interior--Residence

Posted: Wed Jan 20, 2010 6:39 pm
by philmartin
Turned out nice.

Re: Interior--Residence

Posted: Wed Jan 20, 2010 7:27 pm
by jvanmetre
thanks philmartin...long time making. devil is certainly in the details for interior renderings...a lot to be learned!

jvm

Re: Interior--Residence

Posted: Wed Jan 20, 2010 9:07 pm
by JTB
Generally it is very nice work, but I think there are no reflections and shadows... I would work some more on the mats...or select another time of day and camera angle... The modeling is nice but the images are not 100% Maxwell...

Re: Interior--Residence

Posted: Wed Jan 20, 2010 9:40 pm
by jvanmetre
JTB-

Not sure what "not 100% maxwell" means since it was all done in maxwell :roll:. I'm open to more suggestions about getting better lighting...Used HDR and 3 emitter planes for lighting -- is there a better way to light it?

jvm

Re: Interior--Residence

Posted: Wed Jan 20, 2010 10:26 pm
by JTB
Well, probably it was not a good way to put it... I ment that I cannot see the great distribution of light and the detailed reflections Maxwell produces... Maybe some materials have to be more reflective

Re: Interior--Residence

Posted: Wed Jan 20, 2010 10:45 pm
by Francois_vd_W
I think your HDR background lacks range, that's why your lighting is so flat. Try using a proper HDR or simply raising it's brightness to roughly simulate the difference in light-intensity between inside and outside. Without this contrast, you won't get realistic reflections and light distribution.

Re: Interior--Residence

Posted: Wed Jan 20, 2010 11:03 pm
by jvanmetre
I must admit that I've had better results without HDR and using a simple lighting setup...that is on a very simplified interior, but that was an earlier release which shouldn't make a difference but
I really do wonder as I look at the results.

JTB -- I understand your point...appreciate the feedback.

Francois_vd_W -- thanks for the suggestion, I will make a change to the HDR and see what happens.

jvm

Re: Interior--Residence

Posted: Thu Jan 21, 2010 3:41 am
by Bubbaloo
Is your hdr lighting emitter based or environment based?

Re: Interior--Residence

Posted: Thu Jan 21, 2010 2:02 pm
by jvanmetre
Bubbaloo-

It's environment based. I've also got three emitter planes that are probably too large for the interior but which I used as well (to clear the scene faster) but is likely making
for flat results.

Re: Interior--Residence

Posted: Sat Feb 20, 2010 7:44 pm
by jvanmetre
Added new images.

Re: Interior--Residence

Posted: Sun Feb 28, 2010 11:26 pm
by fv
that's actually a good idea to clear an interior faster. Just use large emitter planes.

I have done an auditorium with a ceiling that actually had very larger emitter surfaces integrated in the ceiling. I rendered this interior on my laptop when Maxwell was just out. It came out very clear. I will in case I find myself looking at grainy interior scenes add a few large emitters just to speed up the render.

tx for your images, I am always interested to see interior archviz work. Its not at all easy really to get the right mood.
Francois

Re: Interior--Residence

Posted: Mon Mar 01, 2010 5:02 am
by ivox3
These are so close ..

subtle points:

1. the wooden bowl: is it wood ? ..some kind of ceramic ? I think it'd be better off if you just treat it like a plastic with 30 on the gloss(wizard) / subtle bumpmap.

2. fruit: destaurate the limes, ..unless they're intended to be the fake ones .. Or just re-do the color map with a little less yellow(more light green).

3. This one is really nit picking: the curved piece on the chair --- the texture is wrapping cylindrically .. Could be changed .. :oops:

4. wall paint -- too perfect. I'd add a very tileable orangepeel type map for a bump set to 1. Maybe even a very shallow roughness map of that same orange peel -- I don't know, ..something though.

5. The book/magazine on the table ... Coincident objects in CG and objects that touch in the real world are not necessarily the same -- we all know. There's no shadow at all where the book and table meet ... just raise it off the table a millimeter or so to create the shadow -- it'll look more correct. Or use [cageedit] to bend it up around the edges.. Just a thought.

These are just the nit picky points .. and no mention of the good one's and there are many. ;)

Re: Interior--Residence

Posted: Mon Mar 01, 2010 5:40 pm
by jvanmetre
Chris-

Thanks for the crit...the scene is sloooowly getting refined.

Wall paint...probably most disappointing at this point, I've gone back and forth with color and bump and finally just settled on a diffuse color to speed rendering. I should go back and look again and add some bump.

Book/magazine...agree, cageedit makes sense.

Curved piece of chair...needs a bit more tweaking.

The fruit. Yes, a bit oversaturated, needs to be toned down.

Bowl is ceramic -- will look at the settings.