Here is a quick, “I need it tomorrow” image. I know it is dark, but they want dark logs.
you sure thats a bar? whats with the table cloth and where is the rum? hehe
it’s actually a corporate lodge.
Here is a small update

Too much depth of field for the size of are you’re shooting (maybe half it) and it looks like the pattern in the logs is a bit too big. They look a tiny bit “toyish”, especially with the too large dof. I’d probably bring down the size of the logs personally or if that’s the actual real world size of them, make the size of the main map on them smaller. I’d use that as a displacement map so you get some nice big details for the sake of some render time, use a smaller map for some bump and then turn down your glossiness quite a bit - maybe around .6 as a guess. Last thing is that your sunlight outside isn’t quite as bright as your highlights inside so I’d make your inside lights a tiny bit weaker so they cause less hot reflections around the scene. It sounds like a lot of crits but they’re fairly minor things, you nearly have a photograph on your hands here. Well done.
great feedback, thanks. I have been using this scene as a test for the DOF. I am still not totally grasping it. I am using a f-stop of 1 so if I bring the f-stop to around 4 and compensated with the shutter speed I should get less effect, correct?
Besides changing the amount of DOF I think you need to change the focal point as it seems right now that it’s the back wall of the bar meaning that the center 10% of the image is in focus and the rest is some degree out of focus. IMO that just looks wrong, it’s as if your camera’s AF locked onto the wrong point. A f-stop of 1 is pretty unrealistic as well. There are lenses that go that low but when you consider lens absorption and coatings I believe it’s rare (if not impossible) to get a true 1.0 (since the vray phys cam is just a mathematical model there’s no absorption, etc). An f-4 (I’d go as low as 1.8 ) will probably be more real world.
Also the reflection on the bar itself is a little odd in that the view thru the windows at the end is not nearly as bright.
Bingo - the actualy number itself is a bit of an odd one sice it doesn’t have a correlation between the visual effect and the value itself. A good thing to note is that you get extreme dof on objects that are very close to you - the effect itself comes from light rays coming into the lens from loads of different angles at the same time so you end up with a blurry sample of the scene - a little bit like how vray does glossy reflections for example. Form a scene like this you’d rarely get anything as soft as you have it unless there was something right in front of the lens. I’ve got a big ugly post on it to come, just gotta get some diagrams and examples sorted.
I look forward to the post
Bring on the wall of text! (and pictures)
some more tweaks
Rustic Bar
My logs got wacky so I am fixing those, but I think I made some improvements. How do I make the glass on the lights flow? Currently I am using a bitmap.
Bobby, you’re responding to yourself now…starting to get a little wacky, maybe you should take some time off from work for a while.
Vacaton
LOL… I did feel like I was talking to myself :).
Getting really photographic now - only thing that draws my eye is the burnout on the logs at the top - either less reflection on the logs or turn down your lights, whichever solves it without changing the overall look.
Thanks. I added a translucent to the ceiling light glass and worked on the logs. I’ll post an update Monday.
Here is an update -

