Hi guys, it’s been some time since I’ve posted anything, so I’m a little rusty. This is an interior of a small mall that will be built locally. This image is extremely important and I could really use some advice on how to make it look better or more realistic. The rendering time is a bit too high, but if I lower the settings I keep getting artifacts.
Any ideas, suggestions comments or critiques are extremely appreciated and welcome
the people are out of scale or maybe ur chairs are out of scale. the ceiling and the end wall is way too dark provided that u have a large area of skylight.
*Same as Ryan_Chiong
*Put some texture on those blueish parts and concrete on the grey parts under + chamfer some edges
*Desaturate wood on the top
*there could be some stuff in the shops as well as lighting
floor looks good, blue parts absolutely need texture compared to it.
SHOPS - definately add content to your shops - the moment you do this and add reflections to the glass it’ll open up visually. I will post map bundles of shop interiors today. See my post for the workflow - http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=15882
LIGHTING - exclude your roof glass from Gi, and use LC for your secondary bounces - this should speed up your render. A good way of testing the scene is to use a mid white VRAY mat in the mat override slot - (of the global preferences); Tweak your lighting (ambient/sun) and colour mapping until happy, and then turn normal materials back on. Perhaps add more orange/yellow to the sun.
once happy with your distribution you can tweak your mats - I agree with others on this. desaturate where necessary, and never use pure black or white.
SPEED -
1Hide your roofglass and render to a seperate layer.
2Remember to reduce your min-max values for the IR map when rendering at higher resolutions.
3Dont use VRAY lights - you shouldnt need to in this scene. - Just environment, a sun, and perhaps a few attenuated omnis.
4In the Global panel you can also test render without reflections, or glossies - see how much these slow things down.
Be systematic, and aim to get good rendertimes - it’ll make for a better image
You have the bones of a great image - dont give in!
Quick Noob question,
How do you render to seperate layers and then recombine again?
im not sure about how to go about doing that.
or where in the help index is it?
-thanks, joel
hi:)
I think u need better shaders on the columns. they are also in the frontal view. u need some diffuse and speculars on them according to what kind of surface it is.
I made some subtle adjustments to lighting, materials, and the model. Rendered the scene last night at higher resolution. I can’t believe it, changing secondary to Light catche cut the render time in half!!
I think the biggest thing you could do to those columns would be to make the corners round instead of a sharp angle. They’d have some curve to the corner in reality. I bet if you do that, the shader would be fine, as you’d get some color change at the corners. Try it!
I adjusted the beam materials/ added bump, diffuse and specular maps to them and i rounded the edges on almost everything (Chamfert/fillet).
Thanks guys, still chugin along. Should be able to get a bunch of extra time in the next few days to really push this image
The lighting bothers me a little bit, so im going see if i can keep dinking around with that. Im also going to change out the doors with something else and probably make it more like a food court.
1) the specular impact on the right pillar is way too strong
2) Add some sky, but not a busy one and thus some glas up there for some reflections
3) If you have time add some stuff or maps in the shops following what is soldin them.
4) feels a bit cold ?
Well if you have time but much much better work than first image, good job !
Wanted to make some quick and dirt photoshop to express my ideas, hope you don’t mind I touched your image, just to help you