coolhand Posted May 15, 2011 Share Posted May 15, 2011 Studio/Institution: NH DesignsClient: my portfolioGenre: Residential InteriorSoftware: 3ds max 2012 mental rayWebsite: http://NH-DesignsDescription: Good Afternoon, Here is my latest project, just trying to brush up my skills with a interior scene. I am having trouble filling the room with light without washing out the materials or creating burn spots. Right now I'm using MR_sun for the majority of the light and the mirror lights are mostly for cosmetics. Feel free to go to town with the Red Pen, thanks for the help. Link to comment Share on other sites More sharing options...
krimson2580 Posted May 15, 2011 Share Posted May 15, 2011 Hello Coolhand, I think certain things are out of proportion. The bathtub and the faucet are way to thick, and the gaps between the wooden planks are to deep. Also designwise i would place a bathtub made out of a white composite material like corian. This gives a softer, less harsh look compared to a ceramic material. Hope this can help you. Kind regards. Link to comment Share on other sites More sharing options...
Stan Zaslavsky Posted May 15, 2011 Share Posted May 15, 2011 hi coolhand, nice start ... i think in your image so far the total focus is on the bathtub - so you've got to do a lot more work on that item to make it stand out. maybe even play with some DOF to blur out the background ... i would also consider placing a plant or something contrasting on the vanity so create some interest in the scene. your material for the faucet needs some work - it should be much more reflective if its made from stainless steel ... good luck and look forward to your next update Link to comment Share on other sites More sharing options...
coolhand Posted May 16, 2011 Author Share Posted May 16, 2011 Thanks guys, I will be updating soon with your suggestions, however I need to fill the room with a bit more light without washing out any current materials. Is that something I should worry about in post-production. Or do you have any suggestions to Scene/FG/GI settings that might help this? Link to comment Share on other sites More sharing options...
krimson2580 Posted May 16, 2011 Share Posted May 16, 2011 i have learned that for me the best results for interior scenes so far are the following settings: - Final Gather standard set to medium - Diffuse bounces set to 2 - no Global illumination - mr daylight system and mr skyportals on all openings - mr photographic exposure control set to physically based lighting, indoor daylight, highlights (burn) lowered a bit to 0,1. Kind regards, Link to comment Share on other sites More sharing options...
coolhand Posted May 19, 2011 Author Share Posted May 19, 2011 Alright Gentlemen... Here is the latest render. I took all of your suggestions except two things are still in progress. I am working on a orchid to put near the tub and reworking the material for the faucets. The only thing now is that I had to tun the sky-portals to 2.0 and final gather to 3 to get the light bright enough to fill the room. However two things are a problem, Rendering took like 8-10 hours on a dual quad core machine and as you can see the scene is all blotchy. I know GI will smooth it out however, it washes out the materials and I don't want to do that. Any ideas? Link to comment Share on other sites More sharing options...
Gary Ledgerwood Posted May 19, 2011 Share Posted May 19, 2011 Can you post your render settings? I always use GI for interior scenes and never have a problem with materials being washed out. You would then just adjust your exposure settings. Link to comment Share on other sites More sharing options...
coolhand Posted May 19, 2011 Author Share Posted May 19, 2011 Render settings are as follows: FG multiplier: 3.0 Precision: High (because of the frosted glass in the backround) Inital FG Point Density: 1.5 Rays per FG point: 500 interpolate Over Num. FG Points: 30 Diffuse Bounces: 6 Weight: 1.0 If GI was enabled it would be: GI multiplier: 1 Max num. photons per sample 500 Exposure Preset is Physically based lighting, Indoor Daylight exposure value: 10 Highlights 0.1 Midtones: 1 Shadows: 0.2 Color Saturation: 1.0 Whitepoint: 6500 Vignetting: 0.0 Gamma: 2.2 Link to comment Share on other sites More sharing options...
ezb Posted May 19, 2011 Share Posted May 19, 2011 Take your diffused bounce down to 3. Check the blurriness samples on your material reflections. Reduce to min acceptable. The bump map on the hard wood floor seems a bit excessive. Have you thought about adding any more interior lights the scene? They could even be out of view. But it would reduce the need for such strong light coming through the window. Link to comment Share on other sites More sharing options...
coolhand Posted May 20, 2011 Author Share Posted May 20, 2011 Here is the latest rendering, Still a little splotchy and dark, but I can crank the interior light i added up a bit more and see what happens. Also reduced blurry samples on most of my materials, as well as fixed the floor. Link to comment Share on other sites More sharing options...
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