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much more real..

Posted: Mon Mar 09, 2009 12:02 am
by isabelp1
hello guys, I need your help ..
i use blender + blendigo + indigo for rendering,
especially for architecture (exteriors)
The problem is that I can not give the full sense of reality,
i think it depends on setting lights and tonemapping because colors look artificial.
Can you offer advice on setting very very real?
sorry my English ..
thank you very much
bye

Posted: Mon Mar 09, 2009 7:41 am
by Kram1032
O.o nice comic look...

could you post screenshots of blender and blendigo(material and light source settings)? :)

Posted: Mon Mar 09, 2009 10:10 am
by Jambert
You can use white balance D65 for exterior scene and maybe env map instead of sunlight

Posted: Mon Mar 09, 2009 3:02 pm
by Borgleader
It looks to me like the rock fence material is diffuse? if it isnt already switch it to phong....you could also try to re-create something like this...
http://www.indigorenderer.com/joomla/in ... r_tutorial

Posted: Mon Mar 09, 2009 10:31 pm
by isabelp1
Thank for all your advice :D
Kram1032 can i send you an e-mail with the file and blendigo screenshot? :roll:

Posted: Mon Mar 09, 2009 11:10 pm
by isabelp1
Well..
here's the blendigo screenshot

Posted: Mon Mar 09, 2009 11:11 pm
by isabelp1
continue

Posted: Mon Mar 09, 2009 11:12 pm
by isabelp1
continue

Posted: Mon Mar 09, 2009 11:16 pm
by isabelp1
continue

Posted: Mon Mar 09, 2009 11:18 pm
by isabelp1
material..

Posted: Mon Mar 09, 2009 11:20 pm
by isabelp1
material..

Posted: Tue Mar 10, 2009 4:14 am
by Kram1032
on the window material: Glass rarely absorbs that strong... It HAS absorption, but not that much... additionally, if you look on a window from the side (which of course only wors, if hte glass isn't yet built in), you'll notice, the glass doesn't look bluish but rather greenish...
lower your gain to 0.1 or something for now...

also the yellow wall material is too saturate, usually, though that might work ;)

Indigo only needs tiny bits of colour to get what you want. It's very good on that ;) - most of your comic look probably comes from oversaturation...

how did you do that sky? is it a plane with texture? The sky colour is too saturate as well ;)

Posted: Tue Mar 10, 2009 4:41 am
by isabelp1
the sky is a plane with texture in effect too saturate.. :oops:
another questions.. how can i have glass window with appropriate riflection? the material it's ok??
thanks

Posted: Tue Mar 10, 2009 4:46 am
by Borgleader
For one id suggest following all the suggestions Kram made and also, replace your sky plan with an env map. you can find quite a few on the internet, mainly here:
http://www.evermotion.org/index.php?unf ... =exclusive

Posted: Tue Mar 10, 2009 8:47 am
by Kram1032
the reflections on your glass should be just right. Reflections are controlled by IoR (brightness of the reflection) and Expoinent (Sharpness)... In case of standard Specular, the Exponent falls appart and you get infinitely sharp reflections ;)
The problem about reflections is probably a combination of the too absorbing glass material (as said, lower the gain and change the colour to greenImage) and bad angle (only the probably pretty uniform sky probably gets reflected ;))

The green glass in the image probably is "too green", as it's, well, GREEN glass and not clear one, though, basically it has the colour you want but you need far lower gain. Gain basically controls the "strenght" of the absorption.