Artwork > Finished Works and Works in Progress
Dwsel's visualizations
dwsel:
--- Quote from: $imon on August 01, 2010, 05:39:28 pm ---I think youre doing a wonderful job dwsel! its looking great! A few minor things are keeping it from photorealism - I think the walls have a lot to do with it, the tiles look very flat and textured, they could benefit from some depth & a bit of reflections.
Also , basically , the rest could use a tad bit more reflective surfaces, the sink/toilet , the shower cabin, the door could use some glossy reflections, - bathrooms are reflective places :P
The composition could also use a tad bit more attention , a lot of the items are only half in the image & there is no center piece, maybe even adjusting the aspect ratio of the image might work.
The lighting is looking very good! I like the shadows & the subtle GI is great.
Keep up the great work & ill be looking forward to where it is heading :)
--- End quote ---
Thank you for in-depth comment.
I can see some problems you've described.
About reflections:
Almost every material (except for the green plastic of the cup) uses reflections, about 80% of them are glossy. I started with higher levels of reflections specular, but it happened for me too look too shinny so I settled with the most of the materials at Kr, Ks ~ 0.05-0.15. I agree now that I could push reflections a bit higher for sink and toilet :)
Tiles on the wall come from rather matte collection with additional shiny motif: http://www.cersanit.com.pl/katalog.php?mod=seria&id=25&dzial1=25&nr_dz_gl=5&lang=pl The biggest pain sits in the materials limitations of An8 scanline and ART. Usually mortar between tiles has different material (without specular and reflections), and the geometry displace is used instead of simply bumpmap. I wasn't sure how to do this in Anim8tor, still I didn't want to model each tile separately being afraid of 'too detached look'.
Next pain I have is with the cabin transparency. As you can see the window is totally behind the cabin. If I left it on the final render I wouldn't have light at all at the final image as ART does not respect visibility and transparency settings. Instead final 'skylight' image is combined out of three renderings (see attachments for simple explanation of how plexi appeared on the final version of 'skylight' pass) and 'ambient' render does not contain plexi surfaces at all to keep constant and flat lighting! When I started compositing reflections for plexi I've decided for glossy look because reflections could be of either fully lit bathroom or almost black, totally shadowed environment. Sharp reflections would look much less natural and would take 4 times more to render (because I render reflections passes at half resolution) but glossy reflections give at the same time subtle SSS look.
I'd appreciate any tips how to overcome these limits...
About composition:
I'm doing this visualization after the simple vis from one of the 'plan your house/flat' programs. The person who was doing the first simple look decided not to enter this bathroom. I guess that because of lack of space camera angle and deformation of the image was unacceptable. I've decided to fix it though in the postprocessing. Currently camera is placed at longer wall, at height of 1,6 meters, tilted by 10* downwards. This was the only way to collect all the most important stuff in one view. Look from the opened doors wasn't really interesting. At the back of the current view you have only not interesting heater ;) I'm wondering what I could crop more from this view - I'd rather love to expand it even more :P I was even thinking about adding spherical, 100% reflective ball and place camera on it to have fisheye look. Again I'd have an unavoidable problem with casting shadows by this sphere so I dropped this idea, even when I bet it would have a really good look...
If you have an idea for interesting look feel free to crop and overpaint the last rendering.
I have 3 renders ( 3*3 = 9 ;) ) to go. Next sunlight/moonlight is planned: strong directional light with rather hard shadow, secondary beam(s) reflected from the floor/wall/objects and diffused at the place of hit. This will finish 'day look' and start making 'night look'.
dwsel:
Going back to older thread after some time...
A few days ago I came back to the project. Finally I've decided to leave daylight setup as it is. I rendered separate pass for mirror lights. So here is the first take on the night version of the scene. Don't worry about lack of glass/plexi and reflection on it - I'm going to render it later as a separate pass ;) Ceiling light is also waiting to be rendered.
$imon:
Very nice dwsel! It's starting to get very realistic!
I can't wait to see it combined with the other renders you are making.. The render times must be crazy!
The shower head still has something wrong with it though haha.. apart from that I don't see much to comment on! Great stuff :)
floyd86:
Very good lighting you have there dwsel! It looks pretty realistic. The showerhead looks a bit of indeed and maybe the window(?) on the right seems a bit odd...
Overall nice work, maybe some combining of passes (AO, specular, reflection...) in photoshop will make it look even better!
dwsel:
I should have say that before, but the image you see is already a combnation of previous passes with addition of another pass with only direct light comming from the mirror lights. It's built in very similar way to 'daylight final'. Main difference is that 'skylght pass' was multplied by dark, cold blue (colour that sky casts at night), 'ambient/fake GI pass' level is a bit higher here, and mentioned earlier pass was added. Last rendering took about 7 hours - it had 6 lights for each 'stripe' (6 * 2 = 12 lights wit shadow samples set at 2-4), and reflections and AA are sampled at 16 samples/px. But yup, I hope that addng another pass will make it more realistic :)
As for shower head I see what you mean - it looks way too plastic. It's caused by my experiment with rubber material with high level of ambient colour and negative diffuse colour level. As I put passes on additive layers the ambient only sums up but negative diffuse on the head is not subtracted :( I'm afraid it's difficult to fix at this level. I have an idea, but if it won't help I can paint shadows by hand on the final image.
I'll post pure pass in next few days as at te moment I don't have an access to the computer I'm rendering it at. Cheers for all comments :)
P.S. The forum looks a bit empty lately, isn't it?
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