Indigo Renderer Project
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
Hi concept!
Interesting subject!
At the moment, I'd move a little the camera on the right, so we see a little less windows and a little more door to the right.
In "compositional" terms, I'd say that the black lamp is too near to the door. But this is obviously a wip, there's time for improvements!
Bravo!
Keep posting!
Interesting subject!
At the moment, I'd move a little the camera on the right, so we see a little less windows and a little more door to the right.
In "compositional" terms, I'd say that the black lamp is too near to the door. But this is obviously a wip, there's time for improvements!
Bravo!
Keep posting!
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
Aye for the glass, there is a ghost glass material in the database that could come in handy to save inner room's reflections.
Note: Talking about reflections, could it be that you are using too luminous colours overally ? That would encourage surnumerous light bounces and ehance... noise. If so, drag colours toward mid tones, a grey at 75% will look just white with tonemapping and it's closer to reality than a white at 100%... this include the poster texture that could be dimmed perhaps.
The same principle apply for saturation, besides luminousity. Most of the time you want it quite low for the sake of realism.
Note: Talking about reflections, could it be that you are using too luminous colours overally ? That would encourage surnumerous light bounces and ehance... noise. If so, drag colours toward mid tones, a grey at 75% will look just white with tonemapping and it's closer to reality than a white at 100%... this include the poster texture that could be dimmed perhaps.
The same principle apply for saturation, besides luminousity. Most of the time you want it quite low for the sake of realism.
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
Re: Indigo Renderer Project
Hey,
Check that the normals of your portal plane are pointing invards. Apply an Edit_Normals modifier to plane and see on what side of the plane the blue normal lines are. If they are facing the wrong way, then just flip normals.
Check that the normals of your portal plane are pointing invards. Apply an Edit_Normals modifier to plane and see on what side of the plane the blue normal lines are. If they are facing the wrong way, then just flip normals.
Re: Indigo Renderer Project
Also make sure the exit portal borders are all hidden into the wall, not just behind it; they must hermetically enclose the rendered volume, any leak* using exit portals could lead to troubles rendering.
* into the whole volume, not only at the portals intersection.
* into the whole volume, not only at the portals intersection.
obsolete asset
- Conceptual Architect
- Posts: 59
- Joined: Sun Jul 06, 2008 5:10 am
- Location: México, D.F.
- Contact:
Re: Indigo Renderer Project
Thank you very much Suvakas and CTZn.
I have a lot appreciated your tips.
Best regards
I have a lot appreciated your tips.
Best regards
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