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if you want to give the carpet a look of thickness, you could try this.
On your displacement map have a 1-5 pixel black band that goes all the way around the edge, that would make the very edges of the mesh not displace and this giving it the look of having some thickness.
Amazing Lighting!!!! , especially for this particular scene!
How did you get such white walls and even illumination, without the floor colour bleeding all over the scene?
What are your light settings; exposure e.t.c. and your Gl settings, The colour mapping looks spot on! No blown out bits or overly desaturated bits.
I see you are using the same foscarini lamp i used a while ago in one of my interiors. Did you also had to model it yourself or did you download it somewhere ? I had to model it because i didn't know where to find it.
UOWWWWW
You NEED to share your GI settings!!! How can you make it so realistic?? I've tried it all nad nothing!!! Is it Photoshop color corrected???
Sorry for the bad english!!!
And again... amazing job!!!!
Asango: Yeah, I know, the carpet sucks... Now I use a different solution: make the edges round like on a chamfer box, and map it with a 1 pixel black line around the edge of the bitmap. this way you get an uneven edge that looks natural.
Eric: Yeah, I think I did model the lamp. It looks really nice with light in.
Cocolas: The furniture is actually floating, silly me. Didn't have time to rerender, so quickly fixed it in PS...
agentdark45 & Q_caio: Thanks! The scene has been backed up, but I think the settings were something like this:
sun: 7 (very orange)
Skylight (through portals): 4-5
GI: min. -4, max. -1 (or -2?) rendered at 2560x1910
First diffuse bounce: 1. Secondary: .85 (I think) 7 bounces
Tweaking in PS.
Thanks for the settings! How did you manage to stop colour bleeding in your scene, especially since you have such a massive brown floor with the suns direct light hitting it, and near perfect white walls? Did you mess with Gl multipliers for the individual objects? Ps what type of colour mapping are you using, it lokks very real!
Oh yeah, I forgot: Exponential colormapping at 0.9/2.8 - I think. This takes out a lot of color, so you have to adjust your materials accordingly and correct the final image in PS...
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