WIP: LWF Shop Interior - ie no Sun Vray1.5Sp3

Hi all

I’m busy with shop interior and thought I’d post a pic of the progress so far. I’m just trying to get the ligthing correct before I do anything else.

Any comments on improving the ligthing?

Gamma 2.2
Reinhard burn 0.5
white override mat (vraycolor 255,255,255 multiplier 0.75)
Excluded glass from override
vrayphyscam ISO 600
mostly vraylights with units=radiant power (W) 15W

Glass mat = default settings except
div=black (0,0,0)
reflect = (100,100,100)
fresnel reflect ticked
refract = white (255,255,255)

Again any tips for the glass and/or for the ligthing would be appreciated.

I would add some basic materials, it will help you see what the lighting will do to the scene as a whole.

Yes, that is really difficult to comment with it being so blank. Lighting ‘qualities’ come from warmth of reflected light etc.

Materials are the most important part of an image, the lighting looks bare but if you balance the shaders right it could look good. It could also look awful, who knows at this point.

here’s a quick update:

getting there.
Do the floor material. It will change the whole look and feel of the scene.

update no2:

i think you can push up the iso and push up the ceiling lights power a bit more.

Hi

Personally i dont like LWF for interiors..

agreed..or turn the burn parameter back up to 1 or 0,8 in colormapping.
I’m just missing some depth

under-saturated?

well its gettting there slowly but not there just yet. Being lwf and all, it comes out kinda grayish and undersaturated.
What layer mode would you use in photoshop and what more can I do in max to make it warmer and more “inviting”? Any more tips?

re: under-saturated?

Hey DVP3D,

This render has come a long way, You can do anything and everything in post, i would say a slight “s” curves will give the image more punch. As will bringing the extents of the levels in. Also i would say the reds need to be desaturated a little.

IMO i think there is more detail to be added in the model yet, I think the light recess for the spotlights is too dark, the blackness of that area draws the eye the wrong way.

The timber counter behind the glass displays looks empty and a bit boxy! Some more detail in this might help, (i don’t know how client driven this design is though)

Also one final thing that i always find helps is rendering an Ambient Occlusion pass and adding it in PS.

Hope any of this helps

Matt
3D Artist

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www.thewhitebalance.com

Design Motion Visual

thanks for the tips

I’ve never done that before. (never used ambient occlusion) Can you give me some tips on how to go about doing it?

yeah check out this site

http://plugins.angstraum.at/vrayao/

It should give you everything you need to know, its a great script.

Then once you have the render, set it to a multiply in PS and just adjust opacity amount.

Cheers

Matt
3D Artist

---

www.thewhitebalance.com

Design Motion Visual

photoshop…learn it, love it. You would laugh at what alot of my renders look like straight out of the render buffer. When my passes are finished, is when the work has just begun.

hmmm I geuss that AO script doesn’t work with 200964bit (or doesn’t work with sp3)

AO is now in sp3, switch it on and set it to, 0.5, 1000mm, 40 subdivs.

Works fine for me in SP3 in Max 9-64 so it might be a 2009 thing. I’ve modified Marc’s script a little and added a few features but nothing that should make it work/not work.

1000mm, Isn’t that too much? I never go higher than 250mm

the chrome around the cases looks a bit ‘hard’ to me - maybe it needs some ripple type bump applied or might be the AA settings?

and coudlnt some of the jewellery be a bit more bling to stand out and get some variation ?!