Internal Render
Internal Render
A few images I produced for a client through work.
The model was done in SketchUp, the majority of it was done by myself though I did also use some items from 3D warehouse etc.
I used an alpha mask and inserted a photo of the actual background of the view. The building is located in Fowey, Cornwall.
Comments are most welcome!
The model was done in SketchUp, the majority of it was done by myself though I did also use some items from 3D warehouse etc.
I used an alpha mask and inserted a photo of the actual background of the view. The building is located in Fowey, Cornwall.
Comments are most welcome!
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Internal Render
Nice, the first image is promising.
A couple of things though: at day time, the exterior light should far overpower the lamps inside, and will probably also give a more interesting lighting than those roof spots.
Also, for interior lights you'll generally want to use a much warmer light temperature - these are a little too cold IMO.
If you saved the IGI files with light layers you could just try to tweak these things without re-render.![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
A couple of things though: at day time, the exterior light should far overpower the lamps inside, and will probably also give a more interesting lighting than those roof spots.
Also, for interior lights you'll generally want to use a much warmer light temperature - these are a little too cold IMO.
If you saved the IGI files with light layers you could just try to tweak these things without re-render.
![Smile :)](./images/smilies/icon_smile.gif)
Re: Internal Render
What FOV did you use in the various images / renders?
Indigo 4 | skIndigo | SUpro 2018
Re: Internal Render
Thanks Oscar, I will have a look later on at adjusting the light layers and see what I can do with it. For the background, would you suggest over exposing it a touch, that might help a bit too. I do need to model better spot lights, as they aren't realistic at all!
Juju, the FOVs were
-Terrace Room - 85.5
-Living Room - 65
- Kitchen - 97
I then selected in camera settings, two point perspective to keep the vertical lines straight, then changed eye height to get the view I wanted
Juju, the FOVs were
-Terrace Room - 85.5
-Living Room - 65
- Kitchen - 97
I then selected in camera settings, two point perspective to keep the vertical lines straight, then changed eye height to get the view I wanted
- thesquirell
- Posts: 428
- Joined: Fri Aug 29, 2014 3:49 am
- Location: Novi Sad, Serbia
Re: Internal Render
I would rather go with some more dramatic lighting rig, more contrast, something mysterious. Have one part darker, conceal something, reveal other, you know...
Promising, otherwise.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Re: Internal Render
I've had a quick go just now at adjusting the light layers, I made the internal lights a bit warmer and slightly over exposed the exterior and background.Oscar J wrote:Nice, the first image is promising.![]()
A couple of things though: at day time, the exterior light should far overpower the lamps inside, and will probably also give a more interesting lighting than those roof spots.
Also, for interior lights you'll generally want to use a much warmer light temperature - these are a little too cold IMO.
If you saved the IGI files with light layers you could just try to tweak these things without re-render.
Re: Internal Render
-Materials is not exactly correct. Especially Lamps, wood, windows frames, leather and metals - try fix IOR numbers and roughness. You can use materials from material library or look for right values of each material.
-You can also try camera tonemapping agfapan-aps-25CD, it is one of most dynamic range...your interier is still little dark.
-IES lights could be better too.
-different door height is not very pretty
- Background looks like textured plane and environment system look like sun. Try HDR map.
Then it will be even better![Smile :)](./images/smilies/icon_smile.gif)
-You can also try camera tonemapping agfapan-aps-25CD, it is one of most dynamic range...your interier is still little dark.
-IES lights could be better too.
-different door height is not very pretty
- Background looks like textured plane and environment system look like sun. Try HDR map.
Then it will be even better
![Smile :)](./images/smilies/icon_smile.gif)
Re: Internal Render
pavoda wrote:-Materials is not exactly correct. Especially Lamps, wood, windows frames, leather and metals - try fix IOR numbers and roughness. You can use materials from material library or look for right values of each material.
-You can also try camera tonemapping agfapan-aps-25CD, it is one of most dynamic range...your interier is still little dark.
-IES lights could be better too.
-different door height is not very pretty
- Background looks like textured plane and environment system look like sun. Try HDR map.
Then it will be even better
Thank you for your comments. Which wood parts are not correct? I know the decking outside looks rubbish but I thought the coffee table looked alright. I wasn't happy with the leather sofa, I did have it different but the people at my work wanted it white.
I looked at that tone mapping, it does have a much higher dynamic range, thank you for pointing that one out to me.
I can't remember if I used IES lights or not now, if not, I will make sure to assign some.
The different door height is actually like that at the actual building, it's listed so the conservation people don't want too much changed.
I used a HDRI map that had quite a strong sun element in it to produce the crisp shadows, then using alpha rendering I inserted the correct background for the project in PhotoShop.
Thank you again for your comments!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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