living room wip
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
living room wip
Hi,
So in order to learn how to use indigo, I'm modelling a living-room (with blender), trying to match a reference picture.
Here is where I am so far (5h00 rendering) :
and here's the ref picture :
I'm not quite sure about the paintings, maybe I will remove them and put the mirror instead.
Anyway, I think in this case, we will see the curtains reflecting on the mirror, so is there a way to make the light shine through them ? Or is it pure sss ?
Thanks
So in order to learn how to use indigo, I'm modelling a living-room (with blender), trying to match a reference picture.
Here is where I am so far (5h00 rendering) :
and here's the ref picture :
I'm not quite sure about the paintings, maybe I will remove them and put the mirror instead.
Anyway, I think in this case, we will see the curtains reflecting on the mirror, so is there a way to make the light shine through them ? Or is it pure sss ?
Thanks
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
Another small problem with the floor :
Here is the floor (simple phong material) :
And this is what I get if I put some bump map : no more reflections ! The material acts now like a diffuse material... (though it is still a <phong> material in indigo's xml.
And if I increase the "spec" slider (I'm working with blender) :
So I just want the same floor as in the first image, but with a slight bump map... Any idea ?
Oh, the code by the way (with bump map applied) :
Here is the floor (simple phong material) :
And this is what I get if I put some bump map : no more reflections ! The material acts now like a diffuse material... (though it is still a <phong> material in indigo's xml.
And if I increase the "spec" slider (I'm working with blender) :
So I just want the same floor as in the first image, but with a slight bump map... Any idea ?
Oh, the code by the way (with bump map applied) :
Code: Select all
<material>
<name>latte</name>
<phong>
<diffuse>1.000 1.000 1.000</diffuse>
<specular>0.025 0.025 0.025</specular>
<fresnel_scale>0.800</fresnel_scale>
<exponent>500.000</exponent>
<albedo_texture>
<uv_set>uv</uv_set>
<path>parquet2.jpg</path>
<gain>1.000000</gain>
<exponent>2.300000</exponent>
</albedo_texture>
<bump_map>
<uv_set>uv</uv_set>
<path>parquet2b.jpg</path>
<gain>0.001000</gain>
<exponent>1.000000</exponent>
</bump_map>
</phong>
</material>
hmm ... just guessing: if your bump map have noise this results in very blurry reflections.
Try to set the exponent up to ~2000 and edit your bump map with neatimage or another
noisereduction-tool. (you could also change the levels of your bump map so that the
noisy part of the wood became pure white and the cracks and that stuff would stay dark
or even black - of course then you have to play with the bump gain again)
Hope this helps
Try to set the exponent up to ~2000 and edit your bump map with neatimage or another
noisereduction-tool. (you could also change the levels of your bump map so that the
noisy part of the wood became pure white and the cracks and that stuff would stay dark
or even black - of course then you have to play with the bump gain again)
Hope this helps
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
small updates: now working on the kitchen.
Mmmmh... maybe the renders are too dark and too grainy... But these are just test renders, and it's starting to take very long to have grain-free pictures as the scene gets bigger... (see this post)
Mmmmh... maybe the renders are too dark and too grainy... But these are just test renders, and it's starting to take very long to have grain-free pictures as the scene gets bigger... (see this post)
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