living room wip

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drBouvierLeduc
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living room wip

Post by drBouvierLeduc » Wed Nov 08, 2006 10:50 am

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) :
Image
and here's the ref picture :
Image

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

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tungee
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Post by tungee » Wed Nov 08, 2006 10:54 am

Great render, i like the warmth . :D
Music has the right to children!

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drBouvierLeduc
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Post by drBouvierLeduc » Wed Nov 08, 2006 12:13 pm

Thanks!
Well, there are still a lot of uv-maps to put here and there...

atmmatt
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Post by atmmatt » Wed Nov 08, 2006 1:11 pm

Cool!

I'd rather live in the 3D one than the real :lol:
"To be, or not to be" That is a question?

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OnoSendai
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Post by OnoSendai » Fri Nov 10, 2006 12:01 am

Great render, very realistic!

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drBouvierLeduc
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Post by drBouvierLeduc » Fri Nov 10, 2006 5:18 am

I'd rather live in the 3D one than the real
Wow, that's a compliment !
thanks.
Still quite a lot of work to do still.

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drBouvierLeduc
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Post by drBouvierLeduc » Sat Nov 18, 2006 4:26 am

Another small problem with the floor :

Here is the floor (simple phong material) :
Image

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.
Image

And if I increase the "spec" slider (I'm working with blender) :
Image

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>

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manitwo
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Post by manitwo » Sat Nov 18, 2006 9:27 pm

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 :? :)

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OnoSendai
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Post by OnoSendai » Sun Nov 19, 2006 4:06 am

Try turning the gain down (say to 0.0001)

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drBouvierLeduc
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Post by drBouvierLeduc » Sun Nov 19, 2006 5:12 am

Reducing the gain works fine, thanks onosendai.
Image
manitwo --> I think the problem came from the settings, not from the bump map itself.

Ok, enough tests now... next posts : pictures !

Phil
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Post by Phil » Sun Nov 19, 2006 5:28 am

looks really super,

I find this incredible!

Thanks also for the details you described here.
:D

Regards, Phil

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BZ Win
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Post by BZ Win » Sun Nov 19, 2006 6:24 am

Can you post you floor texture? I really like it.

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drBouvierLeduc
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Post by drBouvierLeduc » Sun Nov 19, 2006 6:37 am

Well the floor is not a single big texture, each piece of wood is a mesh with the same texture but mapped differently.
Here it is if you like.

Image
Image (could be improved I think)

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drBouvierLeduc
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Post by drBouvierLeduc » Thu Nov 23, 2006 10:28 am

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)

Image
Image
Image

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psor
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Post by psor » Thu Nov 23, 2006 10:41 am

:shock: But they start to look fantastic Sir!
Keep up the good work. ;o)



take care
psor
"The sleeper must awaken"

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