Thoughts?
Posted: Tue Mar 07, 2017 9:19 pm
Hello all,
I would appreciate your feedback on this draft. For a high-res version click here: https://www.dropbox.com/s/qyy3n8qhqarlc ... 1.png?dl=0
The final images and full back-story will be published here in due course. As a quick intro, this a historical recreation of a famous dance hall built in the early 1940s and demolished a few decades ago. Obviously, I want to make the renderings as photo-realistic as possible and although I’m fairly happy with the current version I still think that it has “cartoonish” feel. Something about the colour saturation, I’m not sure what. I’d appreciate your thoughts on how to “up” the level of realism.
A few notes on the project:
- This is a draft image, and as you can see the final renders will require probably three times the SPP to get to an acceptable resolution. The render is by CPU only, and I need 0.48 to be released hopefully with the Glossy Transparent defect corrected before I can switch on the GTX 1080.
- Historical accuracy is the goal, and I won’t compromise on this. The project has consumed hundreds of hours of research before the model was even commenced, and it is based on historical photographs, rough site plans and written accounts. Textures have been created to reproduce original materials as closely as possible.
- There are 300+ lights in this model, most of which poly. The central chandelier is the primary light source and, yes – it contains several poly bulbs with the light refracting through the Glossy Transparent shade. So most of the image is caustic. Obviously a this is a rendering nightmare, but again it’s all about faithful reproduction so I won’t compromise. In fact will probably do the same to the wall lights to achieve the right effect. I’m very impressed with what Indigo can achieve in this respect, even without the GPU boost.
- I haven’t used portals for the dozens of external windows – the sunlight seems to be secondary. The space has a very dusky and under-lit feel to it which is precisely the way it was in real life. But at night the many lights and coloured fluros created a “veritable fairly land” according to eye-witness accounts. Night-time renderings confirm this impression.
- The light intensity for some of the fixtures needs balancing – this is underway.
- The model was created with Sketchup and is almost finished – some detailing remains for the Mez level windows etc. but I’d say it’s 98% there.
- Mode BiDir MLT; Super Sampling 3; Camera dscs315; EV Adjust 0.5; Film iso 250; White Point D65
Your thoughts and suggestions would be very appreciated and I promise to publish the final renderings and story here, when it’s all done.
I would appreciate your feedback on this draft. For a high-res version click here: https://www.dropbox.com/s/qyy3n8qhqarlc ... 1.png?dl=0
The final images and full back-story will be published here in due course. As a quick intro, this a historical recreation of a famous dance hall built in the early 1940s and demolished a few decades ago. Obviously, I want to make the renderings as photo-realistic as possible and although I’m fairly happy with the current version I still think that it has “cartoonish” feel. Something about the colour saturation, I’m not sure what. I’d appreciate your thoughts on how to “up” the level of realism.
A few notes on the project:
- This is a draft image, and as you can see the final renders will require probably three times the SPP to get to an acceptable resolution. The render is by CPU only, and I need 0.48 to be released hopefully with the Glossy Transparent defect corrected before I can switch on the GTX 1080.
- Historical accuracy is the goal, and I won’t compromise on this. The project has consumed hundreds of hours of research before the model was even commenced, and it is based on historical photographs, rough site plans and written accounts. Textures have been created to reproduce original materials as closely as possible.
- There are 300+ lights in this model, most of which poly. The central chandelier is the primary light source and, yes – it contains several poly bulbs with the light refracting through the Glossy Transparent shade. So most of the image is caustic. Obviously a this is a rendering nightmare, but again it’s all about faithful reproduction so I won’t compromise. In fact will probably do the same to the wall lights to achieve the right effect. I’m very impressed with what Indigo can achieve in this respect, even without the GPU boost.
- I haven’t used portals for the dozens of external windows – the sunlight seems to be secondary. The space has a very dusky and under-lit feel to it which is precisely the way it was in real life. But at night the many lights and coloured fluros created a “veritable fairly land” according to eye-witness accounts. Night-time renderings confirm this impression.
- The light intensity for some of the fixtures needs balancing – this is underway.
- The model was created with Sketchup and is almost finished – some detailing remains for the Mez level windows etc. but I’d say it’s 98% there.
- Mode BiDir MLT; Super Sampling 3; Camera dscs315; EV Adjust 0.5; Film iso 250; White Point D65
Your thoughts and suggestions would be very appreciated and I promise to publish the final renderings and story here, when it’s all done.