Sunset Render
Sunset Render
Hi all,
This is my first post in the forum.
I've made something -maybe a little over post processed. I've modelled it in sketchup. I use Indigo RT, so i can not use IES lights. And i m not pretty much satisfied with the result so any comment will be really useful for me
This is my first post in the forum.
I've made something -maybe a little over post processed. I've modelled it in sketchup. I use Indigo RT, so i can not use IES lights. And i m not pretty much satisfied with the result so any comment will be really useful for me
Sunset Render
Welcome to the forum. Looks quite nice to me. What is it that you don't like ?
iMac 2.93 GHz Quad Core i7. 12 GB memory
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
ATI Radeon HD 5750M 1024 MB
OS X 10.10.3 Yosemite
Blender 2.72, Blendigo 3.8.25, Indigo 3.8.26
Trippy Lighting LLC - Colorful LED lighting systems
High Power RGB LED driver - Blog
Re: Sunset Render
Looks good to me, too. Perhaps some less orange tint?
24 hours isn't enough
http://www.werkraum3d.com
http://www.werkraum3d.com
Re: Sunset Render
Thanks for comments, i cannot describe the thing that i dont like but it seems so "render" to me.
But especially i m not happy with the steel parts, not just about this render, i mean generally. It is really hard for me to create a painted metal with some texture.
And about, orange tint, i agree, i will change it.
But especially i m not happy with the steel parts, not just about this render, i mean generally. It is really hard for me to create a painted metal with some texture.
And about, orange tint, i agree, i will change it.
Re: Sunset Render
I think that the tint is okay, it's a sunset The high contrast is the thing wich bothers me the most.
Could you please post the raw render for comparison ? It may be easier for us to pinpoint technical details.
Could you please post the raw render for comparison ? It may be easier for us to pinpoint technical details.
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Re: Sunset Render
Well, i can not send the raw render, cause i use a different method; i take several renders with different Ev, lets say -1 -2 -3 0 etc. then i blend them at photoshop to have a balanced tonemapping. I stack them at photoshop and have a median/medium effect depending on the situation, but for this one i i can attach one of them. At the beginning i was using this method for reducing the noise; since generally i dont have enough time to render long, i was trying to fix it at photoshop then it became a kind of standart procedure for me.
Re: Sunset Render
It's alright to do what you did in stacking different exposures in post. I'm no pro but there are three points on wich I think that the renders might be improved:
- exponent maps on the largest surfaces, along with the chairs/tables. Boost'em a bit if present ?
- variation of the lighting temperatures/colours. Technically more involving, this detail adds a lot to the realism of such scenes.
- the point of view is not realistic. Gives a fuzzy feeling with the patterns of tables and chairs I think.
- exponent maps on the largest surfaces, along with the chairs/tables. Boost'em a bit if present ?
- variation of the lighting temperatures/colours. Technically more involving, this detail adds a lot to the realism of such scenes.
- the point of view is not realistic. Gives a fuzzy feeling with the patterns of tables and chairs I think.
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Re: Sunset Render
by boosting i didnt understand what you mean exactly, maybe it s better to ask how? the texture of the chairs has an exponent map, but for wood, it s really hard to find the exact values for me -reflection/rougness- i searched for IOR values for wood, but unfortunately i could not find something useful, so i try different settings everytime.
And for emitting materials, i m a little afraid to use different variations -especially for interiors and night renders- even if i render long, i can not get rid of the noise and small white dots (I know the 205 rule, but i think still there is something i missing) The more emitting material i use, the longer render time i thin? but i m not sure about this.
And for emitting materials, i m a little afraid to use different variations -especially for interiors and night renders- even if i render long, i can not get rid of the noise and small white dots (I know the 205 rule, but i think still there is something i missing) The more emitting material i use, the longer render time i thin? but i m not sure about this.
Re: Sunset Render
I agree with CTZn that a different point of view would enhance image composition. How would it look like from the river bank across or from a boat ?
The orange tint is a result of the setting sun and that's OK. However, assuming this scene is in a somewhat urban environment, in such conditions there is almost always some more ambient light present as a result of street lights partially lit buildings etc. across the river. It would not have to be a very detailed light source either, perhaps a long thin rectangle faintly glowing at a higher (2700 - 3000k) blackbody temperature. Out of view and somewhat distant.
To reduce the white spots you can increase the supersampling factor from the default of 2 to 3 or 4 without penalty in render time. I will increase memory consumption, however
The orange tint is a result of the setting sun and that's OK. However, assuming this scene is in a somewhat urban environment, in such conditions there is almost always some more ambient light present as a result of street lights partially lit buildings etc. across the river. It would not have to be a very detailed light source either, perhaps a long thin rectangle faintly glowing at a higher (2700 - 3000k) blackbody temperature. Out of view and somewhat distant.
To reduce the white spots you can increase the supersampling factor from the default of 2 to 3 or 4 without penalty in render time. I will increase memory consumption, however
Re: Sunset Render
Using blackbody emission, it's easy to change the base_emission temperature.
If emission_scale is not used, blackbodies tend to require quite a small gain, closer to 0.0 than to 1.0.
The concern with exponent maps is nearly negligeable then
If emission_scale is not used, blackbodies tend to require quite a small gain, closer to 0.0 than to 1.0.
The concern with exponent maps is nearly negligeable then
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