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LAB_WIP (Doesn't Feel Real)


lsega
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LAB_WIP.jpg

Hello all,

Don't know, lab doesn't feel real to me. Used Light cache and irr map. Did a little desate in post and added glow to back window. Been staring at it so long not sure where to move next. Any and all comments would be greatly appreciated.

tanx!

Luis

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i personally feel it lacks a bit of shadows .. where are your light positions

 

There's a vray light (skylight checked) at the window. A direct light shining in through the window. Fixtures in ceiling have a photometric each (area light).

 

For all these lights it still feels dark.

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I think the shadows are fine but what it lacks is some definition between the planar faces on the cabinets. Right now, all the varying sides and angles have the same value. I realize that in a lab setting the lighting needs to be as even as possible, but for a rendering it doesn't read very well.

 

I definetly don't think it's too dark.

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I think the shadows are fine but what it lacks is some definition between the planar faces on the cabinets. Right now, all the varying sides and angles have the same value. I realize that in a lab setting the lighting needs to be as even as possible, but for a rendering it doesn't read very well.

 

I definetly don't think it's too dark.

 

 

 

Do you suggest some bump and color variation then?

 

Thanks all for comments so far!

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how bout some speculars? the ceiling however looks well done... but i suggest that you play something with the composition or camera positioning.... the 2 laptops are really distracting. and for me; i guess its the wood material that you use in your low cabinets... really looks flat. a wire perhaps so that we can help more.

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how bout some speculars? the ceiling however looks well done... but i suggest that you play something with the composition or camera positioning.... the 2 laptops are really distracting. and for me; i guess its the wood material that you use in your low cabinets... really looks flat. a wire perhaps so that we can help more.

Here's wire

LAB_wire.jpg

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No, not at all. Check out the pick. It will look better overall if you can make this adjustments with the lighting rather than in PS like I just did.

 

I see what you mean! If you look at my wire I think this is due to the lights washing each other out a bit (exterior light versus interiors I mean/think). I have a direct light set to 3 washing in through th window and you barely get a hint of that on the floor. I will tweak.

 

big thanks by the way!

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Better lower your arealights or remove a few. It's kinda strange, the sides of the cabinets are equallly lit, while the arealights on the ceiling are not in the line of the sides. That means your light come from somewhere else, and that is your GI.

 

I think you should lower both first and seconday bounces, change LC into Irr map or better QMC for a nice tone, overall. Maybe the laptops are distracting and not all that realistic....

 

Still, it's a nice one.

 

Dennis

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how about closing one laptop?

 

Just curious. what shadows are you using for your area lights? i also suggest changing it into a vray light, it renders a bit faster.

 

How about ur wood material? how about adding some glossy highlights or reflectionis?

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Luis

 

I'd suggest tweaking the camera a degree or two - it almost feels like a one-point perspective since you have the camera looking straight ahead - maybe moving it slightly right or left of center will add some more life to the image. And I agree about closing one of the laptops. The key to making CG feel real is breaking up all those nice clean lines.

 

Overall the render quality looks pretty amazing!

 

-jono

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Luis

I'd suggest tweaking the camera a degree or two - it almost feels like a one-point perspective since you have the camera looking straight ahead - maybe moving it slightly right or left of center will add some more life to the image. And I agree about closing one of the laptops. The key to making CG feel real is breaking up all those nice clean lines.

Overall the render quality looks pretty amazing!

-jono

 

Really, thanks for the nice comment it truly is much appreciated. I'm going to be posting an updated WIP image in a little bit. The crits on this thread have been very helpful indeed!

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how about closing one laptop?

 

Just curious. what shadows are you using for your area lights? i also suggest changing it into a vray light, it renders a bit faster.

 

How about ur wood material? how about adding some glossy highlights or reflectionis?

 

Hello Da_Rock,

 

I've taken the laptops out in lieu of one of the microscopes that I modeled. The wood material is a vray mat with a fresnel/falloff (which is why I think I'm not seeing the glossy reflections - ie camera/viewing angle).

 

Thanks for the suggestions on the vray lights. As it stands right now this render takes about 7.5 hours for me (OOOOUUUCH). I'm not working with the best machine though.

 

Hp pavilion zv5320us, 1.6GHZ, 1.25 Gig Ram, on board graphics (it's a laptop). Hopefully I'll be able to upgrade to something descent soon.

 

I'll post a update on this on in a little bit.

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Ok so here's the upated render. I took out some of the photmetrics like DennisHolland suggest and lowered there overall intensity. I also reduce my GI setting a little bit.

I tried to get some of the tonal range that Brian Cassil suggested but I think I'm still missing the mark a little bit.

lab_3-7.jpg

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hope u allow me some PS work on ur updated image. I just brightened it up and added contrast, however im sure u can do better.

 

Anyhow, how about changing ur fresnel/falloff to perp-parallel/falloff. Usually that what i encounter with fresnel/falloff material.

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hope u allow me some PS work on ur updated image. I just brightened it up and added contrast, however im sure u can do better.

Anyhow, how about changing ur fresnel/falloff to perp-parallel/falloff. Usually that what i encounter with fresnel/falloff material.

 

No prob on the PS tweak. I'll try the perp-parallel/falloff on the wood mat (thanks for the suggestion).

 

By the way, I'm kinda stuck on the camera angle because this still as well as another (adjascent room through opening ) are going to be used in a composite video where a person walks from one room into the other (camera jump from still to still not animated).

 

I'll post adjascent room once I get there. Many thanks guys/gals!

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lighting solution/distribution is good but I think it might a part of your question

i will try to help because i know what that's like when you can't get that vray quality that is seen everywhere.

 

 

 

1. how many lights did you use and what lights?

2. can you post wireframe?

3. Did you use Irradiance Map set to High preset? with HSph. subdivs: 50, Interpl. samples:20? (It makes a difference but longer rendering, just take a brake and get some coffee)

4. In some areas it looks like scanline to me. like in the front where the handles are, it looks as if there is no GI

5. pay attention to materials properties, reflection, bump and scale, your materials look a little dead like that device(it has no highlights)

 

 

Post again, you'll get it,

 

by the way how did you get that Glass effect? It looks like Kalwall. I don't think it fits the scene, use a transparent glass (you might want to disable Cast shadows from properties of glass if scene gets darker) and use a blue sky for background, you will open the room and give it more space.

 

P.S. Can you tell me how you got that glass effect?

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I tried to get some of the tonal range that Brian Cassil suggested but I think I'm still missing the mark a little bit.

 

But it's much better. Now there is some geometric definition, and that's the only point I was trying to make. Looking good and keep posting.

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lighting solution/distribution is good but I think it might a part of your question

i will try to help because i know what that's like when you can't get that vray quality that is seen everywhere.

1. how many lights did you use and what lights?

2. can you post wireframe?

3. Did you use Irradiance Map set to High preset? with HSph. subdivs: 50, Interpl. samples:20? (It makes a difference but longer rendering, just take a brake and get some coffee)

4. In some areas it looks like scanline to me. like in the front where the handles are, it looks as if there is no GI

5. pay attention to materials properties, reflection, bump and scale, your materials look a little dead like that device(it has no highlights)

Post again, you'll get it,

by the way how did you get that Glass effect? It looks like Kalwall. I don't think it fits the scene, use a transparent glass (you might want to disable Cast shadows from properties of glass if scene gets darker) and use a blue sky for background, you will open the room and give it more space.

P.S. Can you tell me how you got that glass effect?

Hey Greg, thanks for the offer to help. I'll definitely keep tweaking and posting till I get it right (can't help it, I love this shi...er...stuff ).

Answer to your questions

{1} There are 12 photometric linear lights. If you look at the ceiling from left to right the second and fifth rows don't have a light beneath them. There is a direct light on the exterior (to come through window, doesn't seem to help though) and a large vray skylight portal light at the window.

{2} Here's the wire.

lab_wip_wire.jpg

{3} Irr set to Medium. So I will up setting and let cook. I hate cofee can I have pizza and coke? :)

{4} That sucks :( , but I hear what you're saying. I think is part of Brian's crit too with tonal range (thanks for saying it's getting better Brian, BTW).

{5} Typically all my mats are vray mats with a fresnel/fall-off in the reflection slot all set to varying degrees of reflection. reflect glossiness is usually around .85-.95 range. All mats use interpolation.

I wish I knew how to do that effect in vray but it's a photo-shop effect. Pretty basic and boring. Magic wand window areas ---> New Layer ---> pure white fill ----> Filter/gausian blur/ ---->tweak opacity level as desired. About as hacky as you can get eh :D

I'll see if I can post update tomorrow! Many tanx!

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It is very nice. Especially, the glow effect on the window. How did you do it?

 

Hello noaminch.

 

Thanks for the kind words. I think it still needs work so still tweaking away :D .

 

The glow effect on the window I did in post production. It a photshop effect. I used the magic wand tool to select the areas of the window. I created a new layer and filled in the selection with pure white. The I applied a gaussian blur to the layer and adjusted the opacity to about 67% or so. There are some free photoshop glow actions on the web, pretty sure you can do a google search and find a few.

 

I'll be updating this render soon.

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For the updated render,

 

I really think your ceiling is great. But, there are some issues I can not figure out why they show. It looks to me your GI is too high or the vrayplane in front of your window is way to strong. Can't tell because there are no blown out objects, but that could be adjusted while rendering by the 'exponental' settings.

 

You're on track, just a few strange things. I like to see where it can be improved without too much postprocessing.

 

Hint; Delete all photometriclights, replace them by vrayplanes the size of the metal boxes in the ceiling. Set multiplier really low and don't forget > turn ON your shadows (are the Shadows turned on for the lightportal?). Again, lower your secondary bounces.

 

Regards,

Dennis

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