jasondutoit Posted August 1, 2007 Share Posted August 1, 2007 Hi! This is my first post here...at last! This is a penthouse that I've just started modeling, and this is the first render of the living area. Its still in the process of being completed (skirting, curtains down lights etc.)...but as for the rest...any suggestions or comments? I feel the image needs to be a bit brighter, but if I increase the multipliers on the lights the hotspots close to the lights are more noticeable. I've used Max and Vray btw... Thanks! Link to comment Share on other sites More sharing options...
RTurner Posted August 1, 2007 Share Posted August 1, 2007 increase the brightness of the skylight, this should help. Link to comment Share on other sites More sharing options...
mr. a Posted August 1, 2007 Share Posted August 1, 2007 what color mapping mode are you using? You could mess with your bright multiplier...... make sure your secondary bounces have a multiplier of 1.0 so it does not decay as fast.... or better yet, do a search for linear workflow (LWF)......it still gives me headaches (lol) but I do not need as much light to brighten the scene though... good luck....it's coming along well. Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Thanks for the reply's! increase the brightness of the skylight, this should help. My skylight is already set to 4.0...would you recommend increasing it even more? what color mapping mode are you using? You could mess with your bright multiplier...... make sure your secondary bounces have a multiplier of 1.0 so it does not decay as fast.... or better yet, do a search for linear workflow (LWF) I'm using the exponential colour mapping mode, so I think I'll adjust my brightness multiplier a bit. I've noticed with other scenes that if I increase the brightness multiplier to more than 2.0 the image starts to lose its contrast. Is there any way around this if I decide to go that route? My secondary bounces are set to 1.0, so I guess that's not the problem! thanks for the tip on LWF...I've heard about it, but never done any research on it...so that might be the answer! Link to comment Share on other sites More sharing options...
Vince Paske Posted August 1, 2007 Share Posted August 1, 2007 Looks nice so far. The two hot spots on the wall behind the sofa are little distracting, perhaps turning down the glossiness of the material assigned to that wall would help. A background seen through the openings would be a nice touch as well. The sofa and the pillows look a little stiff and plastic, try to soften them up. Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Cool, thanks! The two highlights behind the couch are from light passing through a frosted glass partition, so I'll definitely tone down the glossiness of the refraction. For the final images I'll hopefully have a background image taken from the sight itself to put there! I tried using reactor for the cushions by make them soft bodies, but after I ran the simulation they still came out looking a bit stiff. Any idea's on how to fix this? Link to comment Share on other sites More sharing options...
innerdream Posted August 1, 2007 Share Posted August 1, 2007 Hi Jason, I think it's a good start. The lighting could use work. The level in the room seems fine but it is looking flat, and you're outside lights because it's the sun out there should be brighter than inside if it's the middle of the day. Your sky color tells me it is. Agreed on things looking too stiff. Link to comment Share on other sites More sharing options...
AJLynn Posted August 1, 2007 Share Posted August 1, 2007 Nice start but I think some more detailing would help, and the floor reflection is too perfect. Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Thanks, I agree there should be more detailing, but unfortunately the details are up to my boss so those might only be filled in the following few days. With regard to the floor...would you recommend lowering the reflection or changing the glossiness? Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Another thing that I'm not sure about is...why is the light that you see through the frosted glass partition coming through as white when the colour coming from the windows is blue? Does it have to do with the glass material's exit colour? Link to comment Share on other sites More sharing options...
RTurner Posted August 1, 2007 Share Posted August 1, 2007 My skylight is already set to 4.0...would you recommend increasing it even more? Forgive the crudeness, but here is a quick idea....I will use photoshop to preview my renderings before actually doing all the hard work. Obviously you dont want it too blown out, but this gives you an idea. Try a setting of about 10 for the skylight. As for the floor it seemed a bit to reflective, do you have the freedom to choose the material or are you going from a spec? Link to comment Share on other sites More sharing options...
AJLynn Posted August 1, 2007 Share Posted August 1, 2007 Actually, for the floor, I'd recommend subtle bump, reflectivity and glossiness maps - that kind of thing can help a lot. Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Try a setting of about 10 for the skylight I'll give that a go and see if there's any improvement. As for the floor it seemed a bit to reflective, do you have the freedom to choose the material or are you going from a spec? I've been given a specific texture map for the tiles, but as far as reflectivity goes that's up to me... I'd recommend subtle bump, reflectivity and glossiness maps The bump map makes sense...but what type of maps should I use for reflectivity/glossiness? Thanks again for all the help guys! Link to comment Share on other sites More sharing options...
AJLynn Posted August 1, 2007 Share Posted August 1, 2007 The bump map makes sense...but what type of maps should I use for reflectivity/glossiness? Depends on the floor but usually I use some variation on the bump map. The finish on the floor gets a bit of wear pretty quickly from being walked on, cleaned, polished, or even just variation from the manufacturing process, and that's what you're trying to get - you never see a floor with an even glossiness in real life. Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Mmm...I see what you mean! Should I use a noise map in those slots? Or is there a better way that you could recommend? I've just noticed that all my reflections from the windows are white and not just the refracted light through the frosted glass. Does anyone perhaps know why this is? Link to comment Share on other sites More sharing options...
AJLynn Posted August 1, 2007 Share Posted August 1, 2007 Noise, splat, some bitmap from what was included in your software (if it's Max/Viz you can try Concrete.Cast-In-Place.Flat.Grey.1.jpg to see the effect but drop its RGB level). Link to comment Share on other sites More sharing options...
jasondutoit Posted August 1, 2007 Author Share Posted August 1, 2007 Cool...thanks, I'll give it a go! Link to comment Share on other sites More sharing options...
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