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  • BD's Gallery

    Have you ever been so bored that you decide to model and render your apartment? Here is mine. C&C's Welcome.

    The Eames Chair is from Herman Miller's website, the Orchid from http://toucan.web.infoseek.co.jp/3DC...erModelsE.html all others by me.






    Something is a off with the reflection on the lamp shade.


    I can't seem to make the frosted glass in the bookcase foggier... I have the fog multiplier up to 30, it looks essentially the same as the default value.

  • #2
    BD's Gallery

    Hi BD
    Nice images - Is that REALLY a 'Mr Potatoe Head' I see in the corner??
    Re: the frosted glass, I don't think the 'fogger' will have too much of an effect as, my understanding is that it 'density' of the fog only gets 'deeper' as the object gets thicker?! (therefore a pane of glass doesn't have the depth). I wonder if a 'noise' bump map with some transparency would work?

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    • #3
      BD's Gallery

      Yeah, that's Mr. Potato Head. He needs arms, I'll get to those in time.

      I'll give the noise and tranparency a shot. Thanks.

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      • #4
        BD's Gallery

        Hi BD,

        here a few suggestions:

        - I miss details in the bright area with light from the sun and the room looks so dark. Which colormapping did you use? For rooms is an expontial mapping essential for me.

        - The images are looking so grey. A CG rule is, to avoid clean black and white colors. For example the ceiling or the white couch could get a little bit warm color. Also the color contrast between outdoor lighting and indoor is for me not strong enough. Try to use blueish environment color, a yellowish sun and a orangeish bulb color.

        - Glass of the book funiture: I miss the clean reflections on the outer side of the glass. Also rough glass show a milky diffuse effect. If you like you could try to use an additional diffuse layer with transparency for the glass. Examples at the images (18 )..(20) of my gallery. Here I have tested this material effect the first time.

        - Maybe a little bump at the textured couch could be nice.

        - first image: I wonder me: a total reflection at the window glass.

        - second image: did you use a single surface window glass with an IOR? I have the feeling the background view is broken by refraction. If yes, try to use IOR 1 for refraction. Or better, use a single surface with a reflective layer only.

        Did you model all the books and have used so many textures? Looks very nice. My favourit detail at the scene.

        Very interesting for me is the lamp. How did you get this light and shadow effects?

        -Micha
        www.simulacrum.de - visualization for designer and architects

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        • #5
          BD's Gallery

          Micha,
          I used the HSV Exponential Color Mapping, which might be my problem.

          My lighting setup is pretty much as you described, 1 Sun (directional) set to a soft yellow-orange color, GI set to a sky blue color, and a single bulb (in the lamp) which is pretty much the same color as the sun. Perhaps the color mapping is holding the rendering back.

          The couch has a bump map, however I just remembered its a jpg not a bmp file. I'll fix that.

          As far as the glass goes in the first image, your guess is as good as mine. It clear glass, as seen in the other images, apparently that's how it renders from that angle... I kinda wish it wouldn't. I think the IOR is set to 1.5, or whatever the base material imports into the scene with. I'll see if changing the IOR to 1.0 fixes the problem.

          The books next to the TV are modeled, however the bookcase is just one large image of my bookcase at home, mapped to a plane and dropped behind the frosted glass doors.

          I wish there was some big secret for the lamp. The light is an Omni, with a Multiplier of 1000. The lamp shade is slightly transparent, I'll have to check the exact materail settings when I get back to my home computer.

          Thanks for the help.

          Comment


          • #6
            BD's Gallery

            I used the HSV Exponential Color Mapping, which might be my problem.
            My lighting setup is pretty much as you described, 1 Sun (directional) set to a soft yellow-orange color, GI set to a sky blue color, and a single bulb (in the lamp) which is pretty much the same color as the sun. Perhaps the color mapping is holding the rendering back.
            I'm happy with expontial mapping and a bright multiplier 1.3. I wonder me, where the colors are. I would not set sun and bulb to the same color. My sun would be less saturated yellow and the bulb more saturated red-organge. For bulbs I use color 30 in the middle saturation.

            As far as the glass goes in the first image, your guess is as good as mine. It clear glass, as seen in the other images, apparently that's how it renders from that angle... I kinda wish it wouldn't. I think the IOR is set to 1.5, or whatever the base material imports into the scene with. I'll see if changing the IOR to 1.0 fixes the problem.
            The glass material is for glass with two surfaces. For windows without color a reflection layer is enough. For colored glass add a refractive layer and a refraction color.

            The books next to the TV are modeled, however the bookcase is just one large image of my bookcase at home, mapped to a plane and dropped behind the frosted glass doors.
            Interesting. The viewangle of the map match to the rendering. Looks good.

            I wish there was some big secret for the lamp. The light is an Omni, with a Multiplier of 1000. The lamp shade is slightly transparent, I'll have to check the exact materail settings when I get back to my home computer.
            Simple good solution. I think, if you would use a radius for the light source, the shadow would not look so extrem sharp.
            The lower shadow is a bit to strong. I have an idea how you could make it more complex and looking more real. The lamp act as two different light sources: one spotlight at the ceiling with sharp shadow from the bulb light and an omni diffuse light of the frozen glass of the lamp. So you could try to set a spot to the ceiling with low radius and a point light with higher radius.

            Which GI method have you used? How long was the rendertime?
            www.simulacrum.de - visualization for designer and architects

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            • #7
              BD's Gallery

              First off my home computer isn't that great. P4 2.53 mhz, 1gig ram. So rendertimes aren't spectacular.

              These images are for me, not for work, so I wasn't worried about rendertime, I believe the first image was the longest... about 18 hours. The others +/-10 hours each (800x600).

              As far as GI, I used Valdo's Universal settings, My bright multiplier was pretty high (2?).

              In regards to the Glass at the Windows, wouldn't you need the Refraction Layer for the "Affect Alpha" and "Affect Shadows" Options? Don't these allow the Sunlight to pass-thru the Glass? Or is that possible without the Refraction layer? Hm... something to test.

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