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1st radiosity interior...


chuck
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hey everyone....

i'm a student in the detroit area and i'm trying to work out radiosity with max 5. my biggest issue is at corners where objects meet...mosty the beams under the ceiling. i'm also concerned about how blotchy the walls appear. any help would be appreciated, as well as criticism....rip me apart, i'm a senior and pretty used to it by now. my goal in the end is to create a photo realistic set of images.

 

thanks again,

 

chuck

 

http://www.cgarchitect.com/forum/filepush.asp?file=24.jpg

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Hi Chuck,

 

This is looking good, but here are some things I would do:

 

- apply a self-illuminating material to the lenses of the can lights. [i've edited this post to include a little sample of what I mean. These lights are targeted points.]

 

filepush.asp?file=Can_lights.jpg

 

- set your camera and target to the same height to straighten the verticals

- see if increasing regather samples will help with the splotches and your beam/wall junctures. You can try increasing the regather filter radius, but it can cause loss of definition if too high. Make sure you don't lose that wonderful secondary shadowing.

- supersampling the carpet material might get rid of the moire pattern. Also supersample your window sill material.

- maybe tone down the wood floor a bit. The pattern looks a little coarse.

 

Nice composition. Hope this helps. :)

 

[ September 06, 2003, 06:49 PM: Message edited by: Fran ]

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thanks for your help fran, here's an update:

 

http://www.cgarchitect.com/forum/filepush.asp?file=32.jpg

 

the spotlights in your attached image look really nice, especially the gradation, my light abrupty starts and seems out of place on the wall. do i need to adjust the fall off parameters? the light is a photometric/target point/spotlight. i guess it could be intensity too? anyway, thanks again and by the way your website is beautiful.

 

chuck

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Hi Chuck,

 

This is looking much better. As for the photometric light, if you use an IES (Web)file for the Color/Distribution, you don't have to worry with fall-off and stuff like that. I'm not sure if you post-processed the light on the wall (penumbra), but you can get a nice effect with Shadow mapped shadows and increasing the samples to something like 10 (or more). The edges of the light cone get softer with distance. Also, up the intensity to about 1500 cd (~ 100 watts) for each light.

 

The can light lenses still need more brightness to look like light sources. If you use Blinn material with Ambient, Diffuse and Specular all set to white, then check Self-Illumination and set that to white, it should be more glowy.

 

Alternatively, you could just create a well for the light, and give the well material a high reflectance paint. I do that a lot.

 

As for the floor materials, I agree with diablo that they need more tweaking. What happened to the carpet texture in the sun patches?

 

I understand and like the mood you are trying to create with the scene. And the camera looks good now.

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well, here's the latest version, i'm happier with the spotlight, but the cans still seem too dim. as far as the wood goes its a standard max material which i applied a raytraced reflection to. it looks better/more detailed in the viewport than when it is rendered....not sure why, but the uvw mapping appears to be pretty accurate before rendering.

maybe i should try another material?

 

thanks again for all your help,

 

chuck

 

http://www.cgarchitect.com/forum/filepush.asp?file=35.jpg

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Hi Chuck,

 

This is very good. I like the highlight on the painting.

 

I would take care of the can lights in photoshop. Another approach would be to add omini's right below the cans that include only the lens portion. You can do that without having to redo your rad solution. If you do that, be sure to clone the omni as instances so that when one changes they all do.

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