Announcement
Collapse
No announcement yet.
Office interior
Collapse
X
-
Comment
-
Re: Office interior
Thanks all, very nice words :P ;D
Damien, yep i like the glass too, it's always hard to find the right balance between glass reflections and the rest of the scene, but sincerly other materials need for sure some improvements.
MarkO, i saw your renderings, latest images are nice, really.
Regarding GI-Lighting i've used sun/sky with physical camera, IM+LC, color mapping exponential.
Comment
-
Re: Office interior
Originally posted by ALTObut sincerly other materials need for sure some improvements.
Maybe a little Ivory on some of the white chairs instead...the white almost seams too white. (I don't know if that makes any sense)
One last "poke" about realism...no ducts/air registers/light sockets. I know those things look horrible, but if you could hide a couple of them in the floor or on the wall in the background somewhere it gives some sort of "this isn't picture perfect" kinda thing.
color mapping exponentialDamien Alomar<br />Generally Cool Dude
Comment
-
Re: Office interior
Hi Damien, thanks i agree with all that you said.
Well "pure white" armchairs were chosen by clients, at first try they were a nice black "aged" leather...
Floor tiles looks a bit flat also because of heavy resolution reducement (original size is 4000x3000px), regarding reflection map, i always have problems understanding how they works in VfR, sometimes they need fresnel, sometimes not, also highlight and refl glossiness seems affect the reflection map in a strange way.... (a good tutorial would be nice)
Agree also that seems a too perfect picture, but this image was created to be inserted on an office fornitures catalogue (glass partitions), so they don't want to see any of these "industrial" elements. :
Anyway i don't think i will find the time to modify this image, but your suggestions are really appreciated.
Comment
-
Re: Office interior
Originally posted by ALTOregarding reflection map, i always have problems understanding how they works in VfR, sometimes they need fresnel, sometimes not, also highlight and refl glossiness seems affect the reflection map in a strange way.... (a good tutorial would be nice)
The first step is to understand the maps themselves, which is relatively simple. Basically white is going to be an area of full reflection and black is going to be no reflection at all. The grays in the middle are somewhere in between. Most people think that editing everything via a color is a little odd, but it makes the jump to mapping those values much easier.
The next step is how to apply that map, and we've got two options; directly or through fresnel. There are times when applying the map directly will work, but the reflections are going to be constant and tend to work against the added depth that the map is trying to add. The other option, mapping through fresnel, is not as hard as it seams. When we open up the fresnel map in the texture editor we see two colors; the Fresnel Color and the Refract Color. Basically those two colors are setting our maximum and minimum reflection values, respectively. The IOR values will adjust how the blend, or change, between the two colors is made. If we want to add a texture map to the fresnel, then we are going to want to use that as the maximum reflection value, so we should use the slot next to the Fresnel Color. Assuming you don't want to map the minimum reflection values (which 99.9% of the time you probably won't) then you should be all set to go.
With highlight and reflection glossiness maps, your in a slightly different ball game. Going from setting a value to a map is just as simple...a glossiness setting of 1 (perfectly sharp reflections) would be white, and a glossiness setting of 0 (perfectly diffuse reflections...ie no reflections) would be black. The issue comes really from the range of usable settings for glossiness. Even though we can set glossiness settings at 0 or .1, you almost never see this. In general, I've found that the usable range for glossiness settings is about .4 (a very blurry, diffuse-like reflection) to 1 (a perfectly sharp reflection). Therefore, your glossiness maps really shouldn't go from black to white, but rather from about 110 gray to white.
Hopefully that explains things enough for you to give it a try on the next project. Good work and looking forward to seeing the next one.Damien Alomar<br />Generally Cool Dude
Comment
-
Re: Office interior
I'm sorry but due some copyright problems, i have to remove (temporarily) the picture... :-\
Thanks Damien for your great explanation, you're always very kind & clear, however i've already understand how teorically refl maps works (with fresnel or not), but in real scenes i've always found problems on getting desired effect, maybe i will need to do more experiments...
Thanks farined.
Comment
Comment