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Kitchen WIP


kwerch
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Modeling looks ok, but you need to work on the GI settings. What renderer are you using?

 

kinda pink overall, I would say... and a bit washed out. Seems like excessive color bleeding - or excessive ambient lighting? dunno really

 

that orange underside of the millwork above the stove and the green grass(?) next to the sink look too saturated, compared to the rest.

 

what is that black blob under the right lamp (first image)? I also notice two blue dots in the second image... strange.

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Yeah, pink. Glad it's not just me! :) Good modeling and texture mapping, except it looks like you've got a coplanar surface on the window header over the sink.

 

If you are using max and vray, be sure and disable exposure control in the Environment dialog.

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Am using max and VRAY- and the exposure control is off-

I'll check out the obvious problem spots-those patches-Coplaner would make sense-thx for Heads up

 

I have been battling the red coming from what I assume to be the cabinets-

 

The lights that I have in this scene are:

 

an Outside sphere as the sun- at 7

two light planes set just below the ceiling (one in dining-one in kitchen) at 1

 

I did learn that as I pump up the light from the sphere and the planes that I get much less of the Pinkish tinge to things-but then things start losing definition and detail---more and more washed out-

 

k

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try turning down your secondary bounces to 0.85. Also are you using qmc or photon maps?

 

I would consider setting all your lights back to 0 and then slowly build their multiplier up one unit at a time, then you can more clearly see what is causing you the problem.

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Karl, this has the potential to be an excellent render. Can you post your settings for GI and lights?

 

We'll be able to give better feedback once we know more about your settings. In the meantime, here are some other points/suggestions:

 

-I'm not sure if having the fill lights at the ceiling is a good idea or even necessary. I would definately follow Andy's suggestion about testing the lights.

 

- The pink could be color bleed from your wood bitmap. Try rendering a test with Override Material (assuming you're using 1.47.03) set to a pale, neutral material. If the pink is still there, then that isn't the problem.

 

- What is different about the wood texture on the underside of the cabinet above the bar?

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by keeping those lights at the ceiling you just made the GI into a more fakiosity approach ... keep them lights at the windows to push more light in , in conjunction with the sun and vray env( optional)

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Thanks for responses and suggestions-

I like the fakiosity bit- I'd like to get by with just a few lights but haven't got that wrangled yet-

I did play with this over the weekend and this is how it stands now-

 

I have couple of plane lights at ceiling...still-

 

Fixed coplanar issues- But have some green splotches-I think it comes from some VRAY grass I put on the counter for the fresh sprout fiesta

 

I have a couple of area lights in center of rooms with attenuation set-

I found that when I added a bit more light from these sources-.1-.3 I get a much more manageable color on the walls and ceiling-

 

The material on the bottom of the cabs above the stove is a self illuminating wood burl- Idea would be to get the spots from the halogen for task light and some ambient light from this burl lens in the real world-Nice in the evenings-I have four spots shotting down onto the counter from this cabinet

 

Also have some under cab lighting , plane lights, under other uppers

 

Another thing I noticed is that the color added to the lights is VERY touchy- You just need a bit to send things p9ink or green or blue...

 

I'd love to be able to light a scene like this with just 2 lights but am growing more and more skeptical that it is within reach for me at the moment-

 

I'll look at your suggestions later and respond in turn as I have to run now-

I'll keep posting as I progress.

 

thx. again.

karl

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try turning down your secondary bounces to 0.85. Also are you using qmc or photon maps?

 

I would consider setting all your lights back to 0 and then slowly build their multiplier up one unit at a time, then you can more clearly see what is causing you the problem.

 

Andy-Am using Irradiance map and Light Cache-

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Karl, this has the potential to be an excellent render. Can you post your settings for GI and lights?

 

We'll be able to give better feedback once we know more about your settings. In the meantime, here are some other points/suggestions:

 

-I'm not sure if having the fill lights at the ceiling is a good idea or even necessary. I would definately follow Andy's suggestion about testing the lights.

 

 

Fran-thx for input-How do I take shot of my settings? AM basically using the settings that Are used in the C. Nichols dvd- Irradiance map and Light cache-

 

I removed the lights at the ceiling and see things are heading in a much better direction-I am a little happier with shadows-

Still more to do-

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by keeping those lights at the ceiling you just made the GI into a more fakiosity approach ... keep them lights at the windows to push more light in , in conjunction with the sun and vray env( optional)

 

Maria-You got it! I think the lights at the windows are pumped up too much but the shadows on the walls are starting to look a bit better-The interior spots were left on and need to be balanced or turned off completely-

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With regards to your coplanar surface try increasing slightly your secondary ray bias like Christopher Nichols suggested in a recent threat. I tried it out and it worked for me

 

Antonio-I saw that threat too-Unfortunately I do not know where to find the secoindary ray bias-I just fixed the model-I was lucky-easy fix-Where did you find this secondary ray bias? It might be useful in the future-

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I appreciate the suggestions!

As it sits now I removed the interior fill lights as suggested and turned up the plane lights at the window openings-PRetty high right now-15

 

The shadows are looking much better I think- I did see that the shadows around the plates are crisp whereas the shadow from the window opening itself and the sun is a bit blurry-I shrank the size of the sun down for the overide image-a better match i am hoping

 

I do need to balance the lights out as the spot lights are a bit much-esp under cabs- Will render again tonight and see what happens

 

These renders are 2.5 hrs each -

 

Someone is eating the sprouts as well-

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The current version-Just using the Plane lights, sun , and area lights- Would like to tone down the red cabs a bit-

Comments continue to be appreciated-

 

Any observations re the overall color would really be a big help-

thx.

k

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Fran-

 

here are the render settings-

I've been experimenting and the latest render took 16 hrs- good or bad...don't know from where I sit-

 

Sempron 3100

1.8 ghz

1.5 gb ram

 

Some of the settings I have here are probably redundant-

Don't know which ones-

 

The detail is the best I have been able to achieve so far-

 

The darker image is after levels have been applied in PS- the orange haze is removed somewhat-

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man has this image come a long way. Looking much better now. Think it is still a little over saturated, a little too warm. Try toning down your saturation from 1.0 to .75 or something, thats just my opinion and I know it's always hard to figure out whats too warm or too cold especially when you have been staring at the image for what seems like an eternity.

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I know it's always hard to figure out whats too warm or too cold especially when you have been staring at the image for what seems like an eternity.

 

That's for sure!

Have been experimenting with the gamma correction and I think this really helps-

 

I'll decrease the saturation on this version to see how that changes things-

 

karl

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That's looking really good. Glad you adjusted the picture frame. I'm loving the pumpkin wall! If you plan to render a final, try moving the dining chairs into a more random position. Just a little so they're not lined up like soldiers. :)

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