Jump to content

white interior


dmtr
 Share

Recommended Posts

Guys, I have constant problem with white interiors.

I use daylight+portal but image is very grainy, especially when I print it.

I need sharp sexy image but mine looks dirty instead.

Sampling is maximum and was experimenting increasing FG but that doesnt improve anything. Any ideas why it happens?Thx

Link to comment
Share on other sites

your images look quite blurred and unsharpened, but not grainy. i'm not a MR user, but the non-sharpness of the renders suggest you need to use a different render filter. more contrast would also aide in the perception of crispness.

Link to comment
Share on other sites

thanks, which filter do you recommend? mitchell is fine?

I suspect it has something to do with daylight/sky portals.

Here is fragment rendered using photometric lights and looks much sharper.But not sure...

Link to comment
Share on other sites

LWF or not, you still have the ability to play with exposure control's highlight, mid tones and shadows which can really make an image POP and textures look more detailed.

 

remeamber that AA min and Max threasholds are closly tied to contrast. The higher the contrast between pixels results in the Max AA kicking in earlier, where as very low constasts result in more Min AA samples.

 

jhv

Link to comment
Share on other sites

As the fellas mentioned, your image does not seem grainy as much as it lacks in contrast. I think you'll have to fiddle around with your exposure/camera settings to get the result you want.

 

Brighten the whites, Darken the shadows, get more contrast in, along with a sharp filter (Both Mitchel and Lanczos would work fine here), and you'll start gettng a really good image going on.

Link to comment
Share on other sites

The attached image says a lot. Look at the histogram distribution. It is bunched on the left side, with virtually no information below a 50% gray.

 

The majority of pleasing images will have a distribution that touches both ends, forming a nice curve. It is fine for the curve to be weighted one direction or the other, or in some cases, be relatively flat. However, it should use all of the space.

 

Before I clip the image, I would check the amount of energy your lights are producing if you are using Photons. To much energy will wash out an image, and clipping to get it back doesn't necessarily fix the problem that was present, it just covers it up. At least to some extent.

Link to comment
Share on other sites

Thanks for comments guys.

The res I use is 1536x921, no glare, and sampling is already pushed to the max.

When you talk about the contrast do you mean Exposure controls; Highlights, Midtones and Shadows? Or it's rather post work?

 

How can I get good contrast with exposures, when I increase highlights well lightened areas get burned...any advice how to balance it?

Edited by dmtr
Link to comment
Share on other sites

Mid and shadows tones will have the most impact. Get it as good as you can in Max then tweak it in photoshop.

 

Most people confuse contrast with really strong shadows and highlights, where are good contrast is what Strat is pointing out, a good range of information thoughout the shadows, mids and highlights.

 

1536x921 is considered low res, double it when you do your final image

 

jhv

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...