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Washed out image


dmtr
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Hi guys,

 

I'm working on this intrnal view in 3dmax2009. Dont know why can't achive really sharp and crisp image, its plain and blurred even in high res.

Also white tiles are too burned where exposed to sun. Cant change exposure control as it will affect other areas as well.

Would be greatful for any advise.

Its rendered with daylight+2 sly portals in openings.

Materials with ambient occlusion.

 

Thanks!

Edited by dmtr
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Well I think it looks pretty damn good. Perhaps you should start populating the scene with nick-nacks. Perhaps you can change the colour of the plates, put in some dark stained chairs? Put in a brushes aluminium fridge and dish washer as well as a sink and taps and some light fittings in the roof that look like they're shining brightly.

 

This type of thing will bring a bit more "life" into the scene.

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I'm not sure what you mean by blurry effect coz it looks pretty sharp to me. You can either sharpen it in post with Photoshop or some other simmilar program or changing your sampling settings in the Renderer tab in MR.

 

What sampler are you using? (eg. Mitchell, Gauss eg?) My favourite was always Lanczos but others say Mitchell is the sharpest (I recall. But that was a year ago so I could be wrong.)

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Your lighting solution is nice and clean, now its time to play with the exposure control to get good contrast. which will help make it crisper as the min and max image sampling will have more to work with. With low contrast images (like yours) the image sampling uses more min samples than max which could be a source of the blurriness.

Of course giving it more pixel to work with always helps, increase the image resolution

 

jhv

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The contrast is good, although the lighting solution has gone blotchy. Try increasing the Photon Sample radius to 500mm and increase the FG interpolation to 50 to 80 which should smooth things out again.

 

Also try turning AO on, especially for the doors.

 

There is a strange specular highlight, as if there is an Omni light, where is that coming from?

 

jhv

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Thank you guys, below is image with improved settings.

Justin you were right, there was omni light behind the camera but wasn't necessary I guess.

Do you think settings of FG and GI are reasonable?

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Much better, settings look fine, the FG Ray per FGPoint could drop to 150 which will help speed things up a little

 

Try turning on "All objects generate Photons" BUT in the object properties-> Mentalray turn OFF Generate Photons and switch the FG to Pass through for the glass objects in the windows. This helps get more Photons and FG sampled into the room by not making them work so hard:)

 

jhv

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Justin - cool, will try speeding it up with your method. Thanks for having a look and explaining how things work, veeery helpful.

 

Tom, I generated FG map with low sampling first and then locked it for high-res render. I hope thats ok...

 

Rafael, it wasn't extremely long, about 40 mins each render, with pre-rendering map before.

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sure,

 

The size is 2000x1500 pixels, I saved it as TGA and printed form photoshop on A3. The printer is laser Canon IRC 2880i.

 

The grain is main problem, maybe I should increase Sky portals and Sun shadow samples? Now I have 32. I tried this but render time was incredibly long ...

Edited by dmtr
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