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Living room gallery


bigcahunak
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Hi all.

Open for crits.

Rendered in Lightscape.

Radiosity: Wizard 3, 30 minutes (110 iterations, 99.8%)

Raytrace: image size 2310x1736 AA 5, Alpha with lsray - 22 minutes

Background in PS.

AMD 1600+, 512MB.

filepush.asp?file=keren_lvng.jpg

filepush.asp?file=keren_lvng_2_1.jpg

 

Some artifacts, object problems and texture problems, which I'm already aware of, but I still want some coments before I get around to fix them.

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hi bigcahunak,

despite some artifacts related to shadows casted from indirect light, both pictures are well balanced. the only thing i would say is that, for interiors the most important thing is the indirect light and shadows..... the skylight also is very important, and you should refine as much as you can your model.

about the textures i think there isnt too much to say...i like better your second image wood beams, cause the first one seems to be too much bright and glow (orange).

try less than 0.5 on 'subdivision contrast threshold and 2 or 3 on 'shadow grid size'. ;)

 

best to you,

nuno

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Looks like the wall on the left continues from the first floor up through the structure to the second floor without a break causing artifacts on the ceiling of the first floor and on the floor of the second.

The translucent panel on the top floor seems as though it is 100% clear casting a bright direct light on the interior although in the image it is obviously not clear.

 

[ March 02, 2003, 05:39 PM: Message edited by: John Dollus ]

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OK, here's a small update.

  • Changed beams texture
  • Replaced the two chairs with a sofa
  • Remodel wall on the left - artifacts gone

Still have some light leaks in some corners. I know for sure its not a modeling problem, so I keep on searching for the best settings (any ideas... where is this chen guy...)

filepush.asp?file=keren_lvng_1.jpg

TNX

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Thanks for your coments so far guys.

 

Nuno - Those beams will definitely get new texture. I'll give your settings a try and let you know.

 

John - The wall on the left does continue up from the first floor, but the ceiling/floor doesn't. It is model exactly as the wall on the right where no artifacts occur. I believe that with better rad settings I can get over that, however if I would have modeled it as two separate planes it would have looked much better. I still might do that if more strict settings won't solve the artifacts.

About the light from the glass blocks wall. Its a good point, as I haven't noticed it before. I'll work on it.

 

Thanks again.

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Originally posted by STRAT:

bigC - i'm curious, nice rendering, but you have thousands and thousands of wasted polys in there.

Oh no Strat. The model has only a few thousands of polys (6085 to be exact). what you see is the LS calculation mesh.

Here is the geometry wireframe.

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Originally posted by Pavel Roder:

Also a good think how to get rid of shadows leaks is shaga`s rendering it with low!!!! brightness >>> save 48-bit tiff >>> Play around with HDRIshop .

OK, well thats somrthing I never played with. I know how to LSRAY 48 bit tifs, but can you please elaborate some more about HDRIshop and how low of a brightness you are talking about. BTW I'm on brightness 65 / contrs. 55 at the moment.

tnx.

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Pavel, I tried dschagas method with no success. From looking at his attempt, I don't think that his results where that great either. Faster prehaps, but not visually pleasing.

 

Paul, thanks for the kind words. The furniture are standard LS block (textures included) which I like (including colors).

 

John, thanks for taking the time to mark your suggestions. What you drew make a lot of sense. I usually try to break the model to reasonable polys before LS does that. Howevr the leaks I have at the moment are in different areas where IMO it shouldn't get affected from the the areas you marked (even though a good suggestion for itself).

I marked one of the images where I think the most problematic leak is.

What do you think?

 

[ March 05, 2003, 12:13 AM: Message edited by: bigcahunak ]

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Okay, last resort:

 

Take the model into Max/Viz and attach the offending surfaces as one object. In subobject mode, select all of the vertices along the mystery edges and weld them. In polygon mode, select the plygons that are part of the ceiling and detach them so you can assign your different material again and export it to LS. Try that and see if it gets rid of your problem.

Not an ideal solution, but more of a diagnostic routine.

I know the wireframe does not show it, but the leaks sure are indicative of geometry not lining up.

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