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Dining room WIP using mental ray


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Here's a dining room again using mental ray. most of the furnitures are temporary space fillers. but, basically the arrangement would be the same.

comments and crits are welcome. i,m still developing the space. there are still texture erors i will correct. enjoy!

 

 

p.s.

 

sorry for the big image..i wanted to see the ripples in the pond outside if i got it corect.

 

dining.jpg

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The dining room looks great. There are a few environmental things that I noticed though.

 

First, your wall is casting a shadow into the sky or at least what seems to be a shadow. You'll notice a little black smudge towards the center of the wall.

 

Second, the pond water looks great but I dont like it that close to the house. You have that door that is open, it looks as if as soon as you walk out that door you'll fall into the water. Maybe move the water back just a tad and add in some landscaping. Maybe put in a small bridge. You wouldnt want that water that close to your foundation.

 

The stone wall looks good, but the bump (if you have one) fails to show up at extreme angles. I would add some noise to your mesh to make it appear that the stones are standing out and not perfectly smooth. This is always a tough area to deal with. You could use a displacement map instead of a bump map, but you'd have to increase your mesh on the wall 10 fold. I also think the wall is too high. If I was sitting in my dining room I wouldnt want to look straight into a wall.

 

Like I said earlier, the inside is perfect. The outside, however needs work and this image will go from really good to stunning.

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The interior looks really nice, esp. the reflections on the dining chairs.

 

I think the outside looks a little off, though. I agree that the pond looks out of place so close, maybe if you could see the structure of it or some grass/plants. The wall looks a little off, too, imo. Those kinds of rocks will most likely not make a flat top, not to mention that they would protude a lot. I'd find a map that is more regular, that looks like it was 'made' and not 'hammered'.

 

The glass on the coffee table is really nice, too. I'd think about using that one on the dining table.

 

Good work.

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i agree witch others and have a look at the window frame

the grain of the wood is in the wrong direction

also the top of the stonewall doesent look like a stonewall

displacement map in MR works well try it

the water has too much reflection and looks solid

the Pic has good potential play more

 

good work on the Glass

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The dining room looks great. There are a few environmental things that I noticed though.

 

First, your wall is casting a shadow into the sky or at least what seems to be a shadow. You'll notice a little black smudge towards the center of the wall.

velvet, the wall is not casting shadows. the black smudge would the horizon being distorted by the spheical mapping of the hdri map. thanks for noticing that, i'll shift it a bit.

 

videha,

 

i tried using mr displacement (that was my intention) couldn't get it to work though. any ideas? help please!

 

mbr,

 

thanks for the comments! i agree with the glass for the dining table. i updated it using the glass from the coffee table. its a glass(lume) shader and its really very easy and good looking too!

 

guys,

 

you all have been very helpful. thanks a lot! i'll post the updated image once i have time to render it( whopping 4 hours plus)wheew!

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here are updated renders of the image. I added a dirtmap renderr to enhance the gi effect of the scene. the images were combined using photoshop. I need help on which layer blending mode should i use to achieve a good image.

 

here are the combined using the ff:

1. color dodged

2. linear dodged

3.screened

4.dirt map render

5.original image

 

so which one is better? if you guys have better ideas, please help...thanks

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Amazing progress. I did not like the first image, but after what I am sure was a lot of work, it turned out great. I like the last one the most, feels very cool inside, like a good place to get out of the sun. Congrats, great work.

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here is an update.

I combined the dirtmap render and the original render in photoshop.composed of 3 layers. first is the original, then was screened with the dirtmap render at 50% opacity and finally another dirtmap render set to overlay at the top layer. will add more details like plants to landscape the pool outside. rendered with depth of field..is it too much?

 

dinig%20room%20up.jpg

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Was there a pool? carefull with the glare shader...it ruins the details. IMO, i'd rather the details than the SFX when it comes to architectural renders.

 

AND also, minimize on the DOF, like the LENS flare effect way back in the 80's..it was a bit overused...unlike real life photography, where you can select the focus for the subject, DOF in MR is an "averaging" feat..again, unlike in real life fotography, subject in focus is selectable.

 

BUT then again, looking back at your progress with MR...you're gonna rock...hehehe

 

:D

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Was there a pool? carefull with the glare shader...it ruins the details. IMO, i'd rather the details than the SFX when it comes to architectural renders.

 

AND also, minimize on the DOF, like the LENS flare effect way back in the 80's..it was a bit overused...unlike real life photography, where you can select the focus for the subject, DOF in MR is an "averaging" feat..again, unlike in real life fotography, subject in focus is selectable.

 

BUT then again, looking back at your progress with MR...you're gonna rock...hehehe

 

:D

DOF seems too much..I get it.hehehe.btw, didnt use glare this time, i think the burned areas was caused by overlaying a screened layer of the dirtmap render.it tends to brighten the image. ooops, i did it again!hehehehe!

anyways, thanks for the comments!

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ok looks ok...

only a few things that spring to mind at first glance :

glass in mental ray only transmits light and shadows if you use caustics.

so you don't have shadows and light in your interior walls and floor... from the sun and skylights

same goes for the glass tables

so don't use glass windows or table.

for the windows you can put in the reflection afterwards in photopaint

the tables is to my humble experience a 'no-go' at the moment, if someone has a solution for that pls let us know !!

 

second : try to use more samples for final result to get better anti aliasing

(for instance 1x16)

 

third : try to loose the glare for this one, it looks like a nuclear blast just happend outside (no offence Voltair, couldn't resist... B) and still the interior is very dark...

this is partially because of the glas in the windows, mabey try also with less decay setting to get longer light effect inside.

 

keep it up, looks very good so far !

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one more thing :did you use the skylight or are you using mr area omnis at each window?the second solution will give you more light inside also.imexp the skylight is useless for interiors in MaxMray

I'll give that a try..thanks.

 

glass in the windows are raytraced materials. the reflection is set to fresnel in falloff map. that way glass is more reflective at a certain viewing angles and less at a perpendicular point of view.

 

i did not use glare this time but it is caused by the mr dirtmap colordodged over the original render...

 

definitely more ligth inside.

 

thanks! no offense taken.

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you should try with the dirtmap without the windows, there's no point in dirtmapping a very transparant object...

2nd : whatever light setup you use : leave the windows out execpt in one pass with only the reflection of the windows (this can even be with just the scanline render for faster workflow) then just composite with an alphamap the transparent and reflective windows over your other layers in photopaint.

having the reflective windows unhidden will kill the photons going inside... very hard to get a nice coverage of photons on your inside walls and floor. you will need alot more photon as well to have any inside.

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