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bedroom mauro 2


maurocan
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here`s the image after deleting every light and using just 1 photometric light in the center of the image and 1 sunlight.

parameters:

RADIOSITY PROCESSING PARAMETERS

Initial Quality: 85

Refine Iterations (all objects): 1

Refine Iterations (selected Objects): 0

 

RADIOSITY MESHING PARAMETERS

Enabled: yes

Meshing size: 0.3m

 

LIGHT PAITING

Intensity: 500 lux

Pressure: 10%

 

RENDERING PARAMETERS

Re use Direct Ilumination fron Radiosity solutuon: NO

Render direct ilumination: YES

Regather Direct Ilumination: NO

 

EXPOSURE CONTROL

Logarithmic Exposure Control: Active

 

LOGARITHMIC EXPOSURE CONTROL PARAMETERS

Brightness: 50

Contrast: 50

Mid tones: 1

Physical scael: 9000

 

now, how can i make it more real ???

thanks,

mauro.

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COULD U PLEASE STICK TO ONE THREAD!!

not 3 threads for only one image!!

how can we talk in 3 threads!

 

I´m sorry but I´m new here and a I didn´t understand what you mean. Now I will post the answers and images in one thread only,

thanks,

mauro

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first of all

using just 1 photometric light in the center of the image and 1 sunlight.

does that sound realistic to you?

if you are using radiosity you don't USE ANYMORE FAKIOSITY tips!!

Radiosity is about real world scale and real light sources properties

it calculates Indirect lights and illumination

so u don't have to fake em

 

so Photometric lights Should be placed at their real place (i mean bulbs inside bulbs, sun at sun real place....

so remove that omni

 

keep just the sun

or light some lamps!

 

concerning those lamps

u could change map on ceilling spots that look like white flat plastic

or u turn the lights on

or u model a yellow bulb and map what is in scene now with glass so it will look like a spot (turned off)

 

u should reduce indirect bump scal on most of your materials too

ceilling and wall in the back right are particulary strange....

the bed looks good with again too much indirect bump scale

 

Hope this will help you

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first of all

does that sound realistic to you?

if you are using radiosity you don't USE ANYMORE FAKIOSITY tips!!

Radiosity is about real world scale and real light sources properties

it calculates Indirect lights and illumination

so u don't have to fake em

 

so Photometric lights Should be placed at their real place (i mean bulbs inside bulbs, sun at sun real place....

so remove that omni

 

keep just the sun

or light some lamps!

 

concerning those lamps

u could change map on ceilling spots that look like white flat plastic

or u turn the lights on

or u model a yellow bulb and map what is in scene now with glass so it will look like a spot (turned off)

 

u should reduce indirect bump scal on most of your materials too

ceilling and wall in the back right are particulary strange....

the bed looks good with again too much indirect bump scale

 

Hope this will help you

 

thanks

y will make the changes and post the image!

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In addition to the other comments, try changing your shadows from raytrace to shadow map. Then in the shadow map parms, adjust the sample range to about 8, bias to 0, and size to 1000. This should help with a softer feel to the shadows. Afterall, the sun is coming through a window, right?

 

Also, the mirror is throwing things off a little. Why is there black reflecting back in the mirror? A background would help out.

 

The mapping of the wood looks odd. Is it set for box or something else. It just looks too linear.

 

The last thing, turn the filtering to about 5 or so. This will help smooth things out a tad. It will help with your indirect light bump problem that you have going on. In case you don't know about this, just click the standard button on the material and choose radiosity overrinde, or in max, advanced lighting override.

 

Good Luck!

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How did you do the painting on the wall ?

 

 

 

 

here`s the image after deleting every light and using just 1 photometric light in the center of the image and 1 sunlight.

parameters:

RADIOSITY PROCESSING PARAMETERS

Initial Quality: 85

Refine Iterations (all objects): 1

Refine Iterations (selected Objects): 0

 

RADIOSITY MESHING PARAMETERS

Enabled: yes

Meshing size: 0.3m

 

LIGHT PAITING

Intensity: 500 lux

Pressure: 10%

 

RENDERING PARAMETERS

Re use Direct Ilumination fron Radiosity solutuon: NO

Render direct ilumination: YES

Regather Direct Ilumination: NO

 

EXPOSURE CONTROL

Logarithmic Exposure Control: Active

 

LOGARITHMIC EXPOSURE CONTROL PARAMETERS

Brightness: 50

Contrast: 50

Mid tones: 1

Physical scael: 9000

 

now, how can i make it more real ???

thanks,

mauro.

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now, how can i make it more real ???

thanks,

mauro.

 

Hi Mauro,

 

If you are going to use 85% initial quality, you really should use regathering. If you use an IQ of 95% and 20 refines, you will have a better render that requires filtering of 3 or less. Filtering of higher than 3 will flatten the image details.

 

- As suggested previously, reduce the indirect bump scale to 50% or less.

 

- Supersample your mirror material to get rid of the jaggies.

 

- The pendant lampshades appear illuminated, but aren't giving off any light.

 

- Set the physical scale in Log Exp to the default value of 1500 and see what that looks like.

 

- Also mentioned previously, I think, put lights in the fixtures if you want artificial lighting too. That is what radiosity is for.

 

- Maybe you could try a different UV mapping orientation for your wood surfaces - horizontal rather than vertical.

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Adjust the reflectivness in the wood. It is too precise and too strong. What color are the walls, white? It seems like there is a little too much reflectance scale on your wood material. When looking at the window, it looks like it needs some kind of blinds or shading. Pick another background image. For the window, there should be a reflection of some kind. The tube that is suspending the lights from is too bright. Maybe adjust the rgb color of the material in the diffuse slot. Go down to output and change it from 1.0 to a lower value. One last thing, on the third image, the fixtures are lite, except for the one closest to the top of the image.

 

Good luck.

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a last thing

 

u might use a sky as bacground or a pic from a city

 

sumetin that would give some depth of field thru window

cause for now it looks a little like blue panels....

 

(or try to model slabs (like if ther was a balcony on floor up so window would get some reflections on the darken part...)

well try something so we can figure it's a window opening on outside

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It looks a lot better than before. One question, what is up with the glass at the foot of the bed? The only thing I would try to work on is the brightness of the room at the back. Other than that, well done. Fran might have some good suggestions. She knows how to make great things better.

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