Interior scene (WIP)
Interior scene (WIP)
Hi, this is my first attempt at an indoor scene, please tell me what u think and how i can maybe improve on it
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- interior_test_3.jpg (547.02 KiB) Viewed 5853 times
Hey AK... nice scene!
Two things to improve!
1) your flying carpet under the table is way to wavy... a good idea to let it look not 100% stiff, but thats to much
Also try to give your carpet some thickness, this kind of them is quite about 1cm tall (don't forget to bevel the edges!). maybe also try to reduce the saturation of the texture, and use a noise bump, mixed with 10% of your main texture.
2) Your Floor texture seams not very realistic for me... somehow toon like.
Get a nicer, realistic texture use a phong material with ior 1.3 and exponent 200, and use an bump map very slightly or even better an exponent map...
I look forward to your results
Two things to improve!
1) your flying carpet under the table is way to wavy... a good idea to let it look not 100% stiff, but thats to much

Also try to give your carpet some thickness, this kind of them is quite about 1cm tall (don't forget to bevel the edges!). maybe also try to reduce the saturation of the texture, and use a noise bump, mixed with 10% of your main texture.
2) Your Floor texture seams not very realistic for me... somehow toon like.
Get a nicer, realistic texture use a phong material with ior 1.3 and exponent 200, and use an bump map very slightly or even better an exponent map...
I look forward to your results

polygonmanufaktur.de
Aside from the stairs/back of the room looking bare and unfinished, the floor and carpet...
the table on the right hand side has normal smoothing issues around the top. (or is it a shadow - ??)
Some of the cushions look like they're not sitting right. Cushions tend not to balance on points - make them sag a bit into the others, bend the corners over etc.
Other than that, the glassware and furniture looks pretty good.
the table on the right hand side has normal smoothing issues around the top. (or is it a shadow - ??)
Some of the cushions look like they're not sitting right. Cushions tend not to balance on points - make them sag a bit into the others, bend the corners over etc.
Other than that, the glassware and furniture looks pretty good.
indoor scene updated
here's a new render, unfortunately the image is still very noisy after almost 13 hours of rendering, this is due to my slow computer, a celeron 2ghz, 512MB ram. But as you can see I've made a few improvements, the rug still needs some work flattening it out though.
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- im1201214091.png (616 KiB) Viewed 5699 times
indoor scene updated
here's a new render, unfortunately the image is still very noisy after almost 13 hours of rendering, this is due to my slow computer, a celeron 2ghz, 512MB ram. But as you can see I've made a few improvements, the rug still needs some work flattening it out though.
- Attachments
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- im1201214091backup.png (865.9 KiB) Viewed 5694 times
- ViennaLinux
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- ViennaLinux
- Posts: 191
- Joined: Thu Jul 26, 2007 9:26 am
- Location: Vienna/Austria
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just make a mesh and asign a material to it and call it for example "emitterMAT".
Then go to blendigo (in case u use this) and select the material - set it to emitter and have fun.
The problem is that sun is about 1000watt per squaremeter powered so you may have to increase the gain of the emitter.
Then go to blendigo (in case u use this) and select the material - set it to emitter and have fun.
The problem is that sun is about 1000watt per squaremeter powered so you may have to increase the gain of the emitter.
Core2duo e6600 @ 3.1GHz watercooled at default VCore ^^
Hey AK...
Maybe this scene could benefit from using Exit Portals! just give it a try!
You'll have to model a "mesh cage around your balcony and infront of each window, but this should fasten up your renderings... just check out this Thread. For some general explenation about Exit Portals the Fryrender Paper is a great source of knowledge But I've no Idea where to find it anymore (since Fryrender redone their site)... somebody an Idea?!
Maybe this scene could benefit from using Exit Portals! just give it a try!
You'll have to model a "mesh cage around your balcony and infront of each window, but this should fasten up your renderings... just check out this Thread. For some general explenation about Exit Portals the Fryrender Paper is a great source of knowledge But I've no Idea where to find it anymore (since Fryrender redone their site)... somebody an Idea?!
polygonmanufaktur.de
exit portals
hey ZomB, Im trying to implement exit portals because it sounds like a fantastic idea, but Im having trouble understanding how to do so properly. do I just place mesh boxes behind the windows (outside the room) and surrounding the balcony area? Really need help with this. Thanks.
Yes... it is nothing more than this ^^
take care, that your normals face inside your interrior, and don't let any gaps open between portals and your mesh. A minimal Overlap should be ok..
Also try to keep your exit portals low poly, and as tight to the holes as possible...
I hope this helps.... poorly the Fryrender manual for setting up ExitPortals is lost in www
take care, that your normals face inside your interrior, and don't let any gaps open between portals and your mesh. A minimal Overlap should be ok..
Also try to keep your exit portals low poly, and as tight to the holes as possible...
I hope this helps.... poorly the Fryrender manual for setting up ExitPortals is lost in www

polygonmanufaktur.de
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