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  • PINOY LIVING


    Just a simple Pinoy living room.

  • #2
    Re: PINOY LIVING

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    • #3
      Re: PINOY LIVING

      I liked very much the modeling, and texturing, but illumination could be better, there is some points of light coming from right in wall, and there is to much black points on your rendering, try to use the irradiance map on primary GI, you can even decrease the light cache samples using the irradiance map. If you do this things you render will be much more realistic.
      http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800

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      • #4
        Re: PINOY LIVING

        Mike
        The modelling is fine. I suggest that you play around with the sunlight direction until you get more light into the room - maybe falling on furniture etc. I also would increase the brightness of the external images by a large amount. In a shot like this with a camera, you would be unlikely to even see what was outside.
        It will be interesting to see how it looks with the settings suggested by andeciuala.

        Regards

        David
        Sketchup 2015
        Vray version 2.00
        www.davidcauldwell.co.uk

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        • #5
          Re: PINOY LIVING

          Very nice model.

          Arthur Ramalho<br />www.rthr.blogspot.com

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          • #6
            Re: PINOY LIVING

            Originally posted by dcauldwell
            Mike
            The modelling is fine. I suggest that you play around with the sunlight direction until you get more light into the room - maybe falling on furniture etc. I also would increase the brightness of the external images by a large amount. In a shot like this with a camera, you would be unlikely to even see what was outside.
            It will be interesting to see how it looks with the settings suggested by andeciuala.

            Regards

            David
            Hi David! Thanks for the invaluable inputs. My raw images from Vray + Su has brightness intensity of 4 already. Yes you are right, the images outside shouldn't have been visible from the inside. Anyway, I did toyed with the background and came up with the former which is not realistic enough. I'm still struggling with the backgrounds and reflections. This is an actual project of mine with deadlines and a continuation of the "blue & red car" perspectives. I'll try to improve my renders next time.

            By the way, heres the raw image outputs with no PS involved.


            too dark and lots of blotches

            I personally dont like the look of the lanai area.

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            • #7
              Re: PINOY LIVING

              Originally posted by andeciuala
              I liked very much the modeling, and texturing, but illumination could be better, there is some points of light coming from right in wall, and there is to much black points on your rendering, try to use the irradiance map on primary GI, you can even decrease the light cache samples using the irradiance map. If you do this things you render will be much more realistic.
              Thanks Andeciula. Are you talking about the subdvs? By decreasing the LC samples, will my render be longer than usual? What do you think is the right amount/number for my cache samples? Your C&C's are noted. Will try it next time around.

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              • #8
                Re: PINOY LIVING

                hi there this is what i said to do i don't know how much subdivisions you're using on light cache but i think 600 is enogth for your scene what you have to do is put irradiance map on your primary engine in GI. And for that hsph. sub you should put 60 and on samples 30. configure your sun light to 1.5, and your primary engine irradiance map multiplier to 3.
                Set your QMC Sampler to min samples 16, subd. mult. to 2 and noise threshold to 0.005.
                you will get this result on your illumination look my render time after the GI calc. that expanded about 3min only.


                i forgot to say, my notebook sucks&#160;
                Acer3100 semprom 3400+ 1GB Ram, and on board chip set ATI 1100

                There are no light on this scene, only sun light, u can add lights if you want but u will have to change something.
                http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800

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                • #9
                  Re: PINOY LIVING

                  oh and i am from Brazil so i'm sorry for my poor english.
                  http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800

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                  • #10
                    Re: PINOY LIVING

                    Originally posted by andeciuala
                    oh and i am from Brazil so i'm sorry for my poor english.
                    Hola Andeciuala! Care to post some of your interior rendering works so that we can have a better grasp of what you're saying. Thanks!

                    Mike

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                    • #11
                      Re: PINOY LIVING


                      dark version of the living. (I think I have to calibrate my lcd monitor.

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                      • #12
                        Re: PINOY LIVING


                        another interior perspective.

                        I'm still having a hard time removing those blotches even after re-configuring my settings. What seems to be the problem. >

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                        • #13
                          Re: PINOY LIVING

                          rendering is a long process, you can try to decrease the noise threshold even more or rise the samples multiplier, or min samples. But the best way, is let just like
                          -QMC Sampler to min samples 24, subd. mult. to 2 and noise threshold to 0.01,
                          -irradiance map HSph. Subdis 70 samples 100
                          -Rise a little bit your multiplier of the light
                          - indirect illumination on primary engine (irradiance map) multiplier 3
                          Try this one, your render should be clear as real life.
                          http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800

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                          • #14
                            Re: PINOY LIVING

                            Can you tell me how do you do the tile texture and bump? what map do you use on your bump? could you share it with me?
                            http://andeciuala.blogspot.com<br /><br />Core2Quad Q6600<br />Geforce 8800GT 1GB <br />4GB DDR2 800

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                            • #15
                              Re: PINOY LIVING

                              Originally posted by andeciuala
                              Can you tell me how do you do the tile texture and bump? what map do you use on your bump? could you share it with me?
                              It's simple, just apply the tile you want in your SU drawing. Then linked it to Vray. After linking it, give some reflective layers on it and put bump(multiplier 0.6) only. Viola!

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