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Trying to make it look photorealistic


matthewbrewer
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Hi everyone,

 

This is my first upload. I've been working in 3D max 2015 using Vray, using Irradiance map and light cache to create this interior render, but I feel it's missing the realism. I'd really like some advice on how to make it look more photorealistic.

I'm using a HDRI light with a sun for directional light. I've also got a couple of IES lights inside and i'm using a vray camera.

 

Thank you

Interior Manly_03 small.jpg

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Your lighting seems off like your HDRI and your Sun are in 2 different places and casting separate shadows. This is also creating confusing directionality for light in your scene.

 

I find that using less distorted lenses help. It looks like you are using a 15-18mm. With so many cameras being crop sensors these days and even full frame cameras not using such wide FOV, this type of distortion gets to feeling unrealistic. A better lens may be to use a 24mm. You may even want to use it in tandem with a more natural aspect ratio like 3:2

 

Most of your architecture seems accurate enough, but there a few oddities that skew to the unreal. Your soffits flank a clearstory. Soffits hide duct work and beams. There are no vents so I assume these are hiding beams, but beams run in 2 directions (well Beams and Girders do anyway). Also, these sit on top of columns and a window that wraps a corner tends to erase a column. I don't know about your picture frame and your window being the same size.... it just seems too perfect for reality.

 

The image is looking nice, but these things stand out to me. I hope that helps.

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I feel like maybe the windows and outside should be more blown-out (more white) or maybe the interior needs to be a little darker.

 

I agree with Corey on the glass comment. While I think you could design something like this, (The cantilever from the hidden beam and column grid running through the wall just to the right isn't THAT big), but there would be a really nice fat structural glazing joint where the two panes of glass meet maybe 1/2" think that would break-up that view outside that appears to be continuous. Also since the two planes of glass are perpendicular you might see and slight shift with the gap appearing even wider as the outside view "bends" around that corner.

 

The outside background also seems a little shortened. Try stretching it up a little and see if you like it.

 

Nice work!

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Hey Corey

 

Interesting post.... I dont know as much about photography and aspect ratios as I should. What you mention about the ratio3:2 - how would one set this up in vray? Been looking around youtube for some guidance but struggling to understand it

 

EDIT - found this:

http://calculateaspectratio.com/

 

So should i not go lower than 24mm inb this aspect ratio?

 

Your lighting seems off like your HDRI and your Sun are in 2 different places and casting separate shadows. This is also creating confusing directionality for light in your scene.

 

I find that using less distorted lenses help. It looks like you are using a 15-18mm. With so many cameras being crop sensors these days and even full frame cameras not using such wide FOV, this type of distortion gets to feeling unrealistic. A better lens may be to use a 24mm. You may even want to use it in tandem with a more natural aspect ratio like 3:2

 

Most of your architecture seems accurate enough, but there a few oddities that skew to the unreal. Your soffits flank a clearstory. Soffits hide duct work and beams. There are no vents so I assume these are hiding beams, but beams run in 2 directions (well Beams and Girders do anyway). Also, these sit on top of columns and a window that wraps a corner tends to erase a column. I don't know about your picture frame and your window being the same size.... it just seems too perfect for reality.

 

The image is looking nice, but these things stand out to me. I hope that helps.

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Thanks mate. I just see some funky angles and i struggle to get results im really happy with. The quality of the renders im happy with, its just that I know I can produce more of a dynamic image simply by being smarter with my camera placements/angles/ratios. Maybe im complicating it in my head more thani should be

 

It might be a rough guide, but it can depend on an image. You should trust yourself what looks good and when it starts to distort too much.
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Yeah, 24mm was just a general starting point, not a hard and fast rule. It is, though, considered to be very similar the human eye in terms of what we see and a 50mm similar in terms of what we focus on (22mm and 43mm are more accurate, but aren't common lenses). You were asking about realism and while this doesn't apply to the content of the image, I think of it as applying to the perception of it.

 

Fish eye lenses are real, but they see more than we do and thus always stand out a little, rendered or practical. This is just my opinion as many use 17mm lenses, but it's hard to deny they are extreme. Same goes for the aspect ratio... if we have become accustom to image sizes or certain aspects, then it stands out when we see something new. There are many cases to be made for new aspect ratios, but when you are trying to gain a since of realism, it seems an easy variable to eliminate. 3:2 4:3 1:1 16:9 2.35:1 etc... these are all "common" as are many others. You can set them by creating a width and height for your render in the render setup menu that is in the hundreds (ie 235x100 or 300x200) then set your lock and then change one of the values to your desired size and Max will handle the rest.

 

Some References:

 

http://www.cambridgeincolour.com/tutorials/cameras-vs-human-eye.htm#angle-of-view

 

https://en.wikipedia.org/wiki/Aspect_ratio_(image)

 

http://www.lifeofanarchitect.com/a-photographers-tool-bag/

 

Edit

 

If ever you need to avoid distortion, but at the same time need to see more in the width of your image, you can use the clipping planes within the camera to "see" through walls or around object while maintaining light and reflections. You can also use the Vray Clipper for this to help keep your environment in the render, but this can be harder to see in the viewport.

Edited by CoreyMBeaulieu
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awesome post mate thanks. Cleared something up for me. Im a lone soldier so its good to hear this :)

 

On another note.... how you you guys simulate interior overcast scenes? I hate when i do interior scenes with vray and the sun is beaming in. I try and avoid is as much as possible. I see some beautiful renders out there and they seem to have some nice diffuse lighting simulating overcast conditions.

 

 

Yeah, 24mm was just a general starting point, not a hard and fast rule. It is, though, considered to be very similar the human eye in terms of what we see and a 50mm similar in terms of what we focus on (22mm and 43mm are more accurate, but aren't common lenses). You were asking about realism and while this doesn't apply to the content of the image, I think of it as applying to the perception of it.

 

Fish eye lenses are real, but they see more than we do and thus always stand out a little, rendered or practical. This is just my opinion as many use 17mm lenses, but it's hard to deny they are extreme. Same goes for the aspect ratio... if we have become accustom to image sizes or certain aspects, then it stands out when we see something new. There are many cases to be made for new aspect ratios, but when you are trying to gain a since of realism, it seems an easy variable to eliminate. 3:2 4:3 1:1 16:9 2.35:1 etc... these are all "common" as are many others. You can set them by creating a width and height for your render in the render setup menu that is in the hundreds (ie 235x100 or 300x200) then set your lock and then change one of the values to your desired size and Max will handle the rest.

 

Some References:

 

http://www.cambridgeincolour.com/tutorials/cameras-vs-human-eye.htm#angle-of-view

 

https://en.wikipedia.org/wiki/Aspect_ratio_(image)

 

http://www.lifeofanarchitect.com/a-photographers-tool-bag/

 

Edit

 

If ever you need to avoid distortion, but at the same time need to see more in the width of your image, you can use the clipping planes within the camera to "see" through walls or around object while maintaining light and reflections. You can also use the Vray Clipper for this to help keep your environment in the render, but this can be harder to see in the viewport.

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What throws the image off for me is the fake lighting happening at the left side of the image at the couch and how there is a hard shadow that the couch is casting, yet nothing else in the scene. I suggest turning off the interior lighting to start with. Use the artificial light as fill lighting and not so harsh. The books appear to be floating on the table which is probably a bi-product of the lighting issue.

 

In terms of the real world geometry, it looks like your window on the left has something screwy going on with the glazing. I agree with adding a butt joint in the glass. The other thing that looks odd is the perceived sliding door arrangement you have. as it stands, it looks like you have one small door that is supposed to close the entire opening. Make the doors offset for the purpose of this view. The glass should have a little reflection to it also. Right now I am not reading that. Lastly, maybe add a can light or two to the main ceiling to break up the geometry and maybe a few in the soffits as well.

 

Other than the skewing perspective I actually think it looks pretty damn good!

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Thanks for all the advice. Attached is how it's looking so far. I still need some reflection on the window though.

 

Thanks guys

 

Try a more orthogonal camera looking straight into the window, and most important, your lighting is bad.

Remove the directional light which you don t need and use just one HDRI.

Try to get a more soft and realistic effect.

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  • 2 months later...
  • 2 weeks later...

hi guys.congroo.

it is good work but if u just use of hdr,it was better and had good result.

but I say some tip to will make it reaslystic.

u can use of hdr with sun to have good shadows.

some of place in ur render is overberightnes that should control exposure and light.

some of ur materal is not good at all like that stone in your center of image as a desk.

and I think that photo u used at back,is rescale..

good luck...

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