polop Posted December 20, 2005 Share Posted December 20, 2005 Hi all - thanks for m~r section. Quick bathroom for my brother - first idea: v1.2.2a For now: time- 16 h sl - 13.73 lights- 9 emiters + skylight ...and still cooking c&c welcome -polop- [uPDATE 22.12.05] - scroll down Link to comment Share on other sites More sharing options...
herve2 Posted December 20, 2005 Share Posted December 20, 2005 Hey pretty cool render... my only notice is the shelves... they seam to be floating in the air... are you using an emitter or sky... Link to comment Share on other sites More sharing options...
polop Posted December 20, 2005 Author Share Posted December 20, 2005 yep - shelves are flying ;-) It was really quick modelling All emiters - inside, Skylight - outside Link to comment Share on other sites More sharing options...
herve2 Posted December 20, 2005 Share Posted December 20, 2005 really cool.... have you used a sphere with an mxi mapped... I am finding it gives pretty good results.... pretty fast.... (well as you know, not really, but better than sky..) later, Hervé Link to comment Share on other sites More sharing options...
kippu Posted December 20, 2005 Share Posted December 20, 2005 i know this is maxwell forum but all works pls to be posted on the works in progress or finished works section .... well i could rant about 16 hours for this image ...but then who is going to lissen ,, i do feel its a bit burned above the wc Link to comment Share on other sites More sharing options...
chuck Posted December 20, 2005 Share Posted December 20, 2005 I don't mean to hijack this thread, but Steff, can you describe how to apply an MXI to a sphere? I've been avoiding the maxwell forums and haven't even heard of this technique... thanks, Chuck Link to comment Share on other sites More sharing options...
herve2 Posted December 20, 2005 Share Posted December 20, 2005 well... from a lw POV... (but should work similar with other apps) Open Maxwell viewer... file... open image or better ... open HDR... then on the left enter the settings that you're going to use in your scene (approx) and enter the intensity (there is no way to make it - or + after, so decide here, ... try saving different versions at different intensities..) then file.... save mxi .... give it a name.... Image.mxi then in your app, model a sphere, invert normals, map the image you previously loaded in Maxwell viewer to generate the mxi image, map it sherical Y, (assuming you have a spherical image map off course) load the sphere in your app... apply Maxwell shader, choose emitter... custom... then from there, load the previously generated mxi image.. that's it... render... Maxwell will use the mxi image to illuminate your scene, don't forget to map the original image to your luminosity channel, maxwell will use the mapping info from there.... Voilà, hope this helps... Link to comment Share on other sites More sharing options...
siliconbauhaus Posted December 20, 2005 Share Posted December 20, 2005 just noticed the maxwell section here about the image, nice start but 2 things bother me. the overall colour suggest a warm light but your emitters are a bright white and that toilet is in a wierd location. Link to comment Share on other sites More sharing options...
polop Posted December 20, 2005 Author Share Posted December 20, 2005 the overall colour suggest a warm light but your emitters are a bright white and that toilet is in a wierd location. colour - maybe i messed it up in Photoshop post (levels/tree over the window etc.) toilet - the building exists - that thick wall contains vent, so there was no better location to place it - believe me ;-) Rendering is still going on. Actual state: [21h 16m 28s] of [900h 0m 0s] , current sampling level : 14.22 (looks much better now ;-) Link to comment Share on other sites More sharing options...
polop Posted December 22, 2005 Author Share Posted December 22, 2005 hi again, here's first image after 39 hours (sl ~15.5) No postwork. Next shot for now, after 18h 45m , current sampling level is 13.93 c&c are welcome -polop- Link to comment Share on other sites More sharing options...
chuck Posted December 22, 2005 Share Posted December 22, 2005 there's something about the scene that doesn't look right...i think it's all of the reflections. i'd tone them down with a UV roughness, something around .3. my eye just keeps bouncing around the room... i'd take the time to properly map the wall pattern to the grout lines make sense too. there are a few akward areas here and there. the quality/noise for 39hrs is dissapointing, but there is a lot going on in that scene too. how many poly's are your emitters? chuck Link to comment Share on other sites More sharing options...
AdamT Posted December 23, 2005 Share Posted December 23, 2005 I agree with Chuck. Overall the first one is looking good. I'd also put a bevel on the wall corners if it's not too much trouble. The perspective distortion is a bit extreme on the second render, but I know it's hard to avoid without camera clipping. Regarding the design, have you considered putting a door between the commode and the sinks? Link to comment Share on other sites More sharing options...
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