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  • Bombardier aircraft interior

    Hi guys,

    Updated Images!

    Click image for larger version

Name:	Bombardier_Straight_Shot-01.jpg
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ID:	882925 Click image for larger version

Name:	Bombardier_DOF_Composition_01.jpg
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    ---------------------------------
    Original Message:

    I would love any feedback on this image regarding the lighting, and materials. This is going to be in my portfolio to search for entry level visualization work. Nothing is set in stone finishes-wise, so if the materials and designs don't fit together don't hesitate to share your opinion.

    The modeling was done by me as well.

    Click image for larger version

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    Last edited by Ahmed Sharif; 13-10-2015, 04:43 AM.

  • #2
    Heya!

    I'd say the interior of the plane is a bit burnt out and by comparison I'd expect the sky outside the windows to be far far brighter - looking at private jet images on google image search, the windows are normally burnt out white as the camera is exposing for the interior of the aircraft. Start there!

    Comment


    • #3
      Hi John!

      Thank you for the suggestion, I've increased the intensity of the background image until it's almost fully burnt out, and increased the f-number from 60 to 70, Colour mapping is Reinhard 0.1

      Click image for larger version

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      I forgot to write about my set up, the main light source is a dome light with a HDRI in the texture slot, the same image is plugged into the Vray settings Environment GI and Reflection slots, with 'Simple' portal lights outside of each window.

      Click image for larger version

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      I wish I could render to this level, but I'm such a long way away it's depressing!

      Comment


      • #4
        Awesome! My only comment would be the carpet direction, but that is hypercritical.
        Bobby Parker
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        • #5
          You're not doing too badly!

          First thing is I'd bring down the exposure a tiny bit more again so you remove the burn on the plate on the right hand side. One thing to note is that white objects in the real world aren't 255 (likewise black objects aren't 0 - more around 5 or 10 for the darkest which is charcoal), most of the arch vis folks here seem to go more in the 220 - 240 range. What's going to happen in your image is that it'll never feel as airy as the example you've shown which is largely down to the carpet. Darker colours will stop as much light from bouncing in a scene and your carpet is a bit darker than the very light beige that's in your example - your plane in real life is going to be a bit darker / moodier in the interior as a result and trying to force it to be something else will make the render look a bit unnatural.

          Take a look at the values of your whites in the scene and then the blacks for the leather trims and see what type of range they fall in.

          Comment


          • #6
            Originally posted by joconnell View Post
            One thing to note is that white objects in the real world aren't 255 (likewise black objects aren't 0 - more around 5 or 10 for the darkest which is charcoal), most of the arch vis folks here seem to go more in the 220 - 240 range.
            Might i ask if these values are with gamma 2.2 and "affect color selectors" on? If so, 5-10 for the darkest is somewhat light no?

            Comment


            • #7
              Yep - our eyes can trick us a little bit too! The guys from Dontnod games released a small chart of the actual brightnesses of a few materials they sampled and made a chart - a lot of things are brighter than we think! https://seblagarde.files.wordpress.c...ealengine4.png

              Comment


              • #8
                I've checked my diffuse values, the white leather is 174, black trim is 05, side walls 128, and the plates are 215. I've read about that a while ago and never use the maximum values for the colours.

                Regarding the exposure, I meant to say 'Shutter speed' not f-number. Anyways, I've further increased the shutter speed from 70 to 100, but the plates were still burning, so I've rotated the environment slightly and this is the only thing I can think of.

                Base renderClick image for larger version

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ID:	858530 Raw Lighting PassClick image for larger version

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ID:	858532 Photoshop brightness increaseClick image for larger version

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                Comment


                • #9
                  Using the Portal lights really slowed things down, even when simple was ticked, so when I changed them from portal lights to regular plane lights, the scene was brighter and rendered 31% faster!

                  Base renderClick image for larger version

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ID:	858534 Raw lighting passClick image for larger version

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ID:	858535 Photoshop brightness increasedClick image for larger version

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                  Glorybound, Thank you. I'm not sure what's wrong with the carpet direction though.
                  Last edited by Ahmed Sharif; 08-10-2015, 04:53 AM.

                  Comment


                  • #10
                    That's looking great now! Far more realistic in terms of the lighting and it feels more balanced - well done!

                    Comment


                    • #11
                      Here are the final images! Took a while to render, about 12hrs each at 3000px wide.

                      Click image for larger version

Name:	Bombardier_DOF_Composition_01.jpg
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Name:	Bombardier_Straight_Shot-01.jpg
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                      Thank you John for all the help.

                      Comment


                      • #12
                        Nice work ahmed ! really nice lighting
                        I think it needs some glow for these white windows and a bit of DOF could help also .
                        Best regards
                        -------------------------------------------------------------
                        Simply, I love to put pixels together! Sounds easy right : ))
                        Sketchbook-1 /Sketchbook-2 / Behance / Facebook

                        Comment


                        • #13
                          They look great. I reckon the bump on the right foreground wall looks a bit too much, might be nice to try displacement on the carpet pattern instead of bump too.

                          Cracking images!

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                          • #14
                            Thanks for feedback M.Max, I'll try to add a bit of glow like the image I posted above.

                            About the wall displacement, I didn't realize how bad it is until after the render. Throughout the testing phase I used low/medium quality settings and IrradianceMap and it didn't look too bad, but before the final render I increased the render settings and switched to Brute force, and this is the result. Very noobish of me not doing region renders at the final resolution

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                            • #15
                              there seem to be some strange lighting artifacts above the parcel shelves. you are using BF , but do you have retrace enabled for the lightcache?

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