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Stranded....
Stranded....
Comments: 6
TempestWraith

17.12.2017, 08:13








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Livin' Large
Livin' Large

            

Livin' Large
Description: A large conceptual livingroom. If rendering scene is anything like cooking food, then it makes sense that the better your ingredients the better the meal.

Every once in a while I run over to home depot just to purchase samples of wood and stone and the like. I put them ionto my flatbed scanner (very carefully of course), and that is how I gained the wood and brick textures. The leaves of the plants are scanned from real leaves.

No ambient materials. No white lights. Lamps give a yellowish light, the television a bluish light. Again keeping with reddish and bluish lights for realism based on lessons learned from stage lighting techniques.
Added by: rashadcarter1
Keywords: rashadcarter1, bryce6, psp7, truespace4, maya
Date: 03.16.2007 02:29
Hits: 3973
Downloads: 106
Rating: 5.00 (4 Vote(s))
File size: 663.7 KB
Previous image: Fix&Rotate
Next image: Thaumaturgiston



Author: Comment:
gat
Member

Join Date: 12.21.2006
Comments: 667
.

Wow, I thought no way this could be Bryce the lighting too purfect. Great job everything is set up very realisticly.

Question: THere is noise at the shadows, is it bump material? I see that kind of noise on renderers that use ambient oclusion and progresive renderers, as well as GI render engines. I would not expect something liek that in Bryce, because of the way it renders.
03.16.2007 03:00 Offline gat brshkv at yahoo.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4400
-

You go for realism and you accomplish it. Excellent, earns a fiver, no way. There is a tiny thing that disturbs me slightly. The light cast on the walls have a soft transition, the ones on the floor are hard and angled - perhaps a 32 sided lamp? The "grain" on the floor -- gat refers to it as noise -- what is it? Is it a similar thing we can observe on the sofas?
03.16.2007 17:31 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2615
-

Thanks for the positive feedback. It turns out I should have mentioned a few more things in the description.

First, I did not model the lamps, they were free models, something I should always mention. The television was also downloaded for free. Everything else was made by me.

Interaction is a key part of realism. Reflections, shadows, specularity, these effects determine how objects and materials interact with their environment adding to the internal sense of the scene. Cause and effect. As light does not actually bounce in bryce, I assigned reflection values to the wall texture, sofa texture, wood texture, hardwood floor, pretty much everything except the brick walls and plant leaves to force a little "bouncing". Most of the reflection values are less than 10 so as not to draw too much attention to themselves while adding a great deal of interaction. Everything helps legitimize everything else. Of course all the materials have bump maps also.

All of the noise and shadow problems outlined are caused by the normal AA used. The scene took three and a half days to render with hard shadows and normal AA. With Premium AA at 64 pays per pixel I can engage soft shadows and blurred reflections, afterwhich all noise and shadow banding would disappear. It would "cover my tracks" so to speak. I can't imagine the image looking more photorealistic after those changes. It would take about 2 weeks or more to render on my computer at those settings. The wood grain and walls would look much smoother and less gritty at 64 rays per pixel than they do now at 1 ray per pixel.
03.16.2007 18:14 Offline rashadcarter1 rashadcarter1 at aol.com
gat
Member

Join Date: 12.21.2006
Comments: 667
.

Three days? I would think a file like this would render in less then a day, but if you do keap in mind all the reflections it might take that long. Have you tried rendering it without reflections on materials, and at AAA 16 with true ambience on and soft shadows?
03.16.2007 19:08 Offline gat brshkv at yahoo.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2615
-

If you look at Bsolutions you will see a test where they show how reflection can be used to simulate radiosity. True ambience has given a few people some great results, but I generally do not trust anything ambient channel. It would take a long time to render also with true ambience.

The reason the image takes so long to render is because of the number of light sources. A single soft shadow light is slow but still fine. A dozen of them is a whole dfferent story. Soft shadows would be hell for this scene no matter what. I find true ambience to be quite limited in that it does not work at all in outdoor scenes. Secondary lights are better and more flexible to use at will. Also, the four foreground lights are passing through a lamp shade that behaves as a filter. This extra step adds alot to the calculation of all of the light cast from those sources.
03.16.2007 19:16 Offline rashadcarter1 rashadcarter1 at aol.com
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2227
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5 no doubt. I will comment on the lighting. As you say, True Ambience is not entirely to be trusted. The Bsolutions solution is a good one but I in my own experiments with interiors I have found myself drawn to using more and more lights and simulating the soft shadows by that means as being the fastest and also it does do away with the grainyness and the need for priemum effects.

As far as the design is concerned and the layout, that is superb. I really like the round windows and the plants. My only real criticism of the whole image is that I find some of the structures, banistor support rails, light fitting susspension struts, bookcases, tabletops, a little too chunky (that is not to say I don't believe they could be like that) just that I find the chunkyness is detracting from the otherwise elegent setup.
03.16.2007 19:25 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com
gat
Member

Join Date: 12.21.2006
Comments: 667
.

I don't realy see any soft shadows, I think that there is no point in using them if you don't see them. Could you render half an image without them? to see what it looks like.
Also, I think the reflections added a lot to the render time. Did you use TIR?
03.17.2007 00:04 Offline gat brshkv at yahoo.com
richter
Member

Join Date: 04.15.2004
Comments: 1097
-

Really nice design! The textures applied speak for themselves. Good thing that you also added the bump channel for the tex-s. People underestimate this option's power. Architectural design really suits you, I can tell! One can see a lot of things in the pic - there are various kinds of books on the shelves, the sweet little curtains from the "Gnartha Stewart" image, even the bump map on the nearest plant's leaf on the right seen very clearly. By the way these things in the tables' center look very interesting. I wonder what they're used for.

For me you've accomplished 2/3 for the realism. 1) you've got your lighting maxed (I wish you further PC upgrade for the soft shadows :)); 2) the textures used are most precious. The third and the final thing are the shapes of the columns - too perfect. If you modeled the sofa, you could've beveled slightly the columns also and some other too perfect edges like those on the tables and the stairs for ex. The banister should be more thin and delicate, like the lamps. Perhaps this is why David considered some parts of the img "chunky". The pic can be improved but we all agree this is a five/five!
03.24.2007 10:32 Offline richter richter at cold-may.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2615
models

Gat, there are no soft shadows in this scene because I could not afford the time to render the scene with soft shadows.

No doubt there is chunkiness, and I knew it from the start but was a bit lazy with the modelling. Yes, this scene got a little ahead of me. I started with a blank room and a lamp and a harwood floor. They looked nice together so I built up the scene from there. The furnoture and the room itself were built around last and completely in bryce, so I felt limited in what I could do, Best case scenario is to start with a well modelled room and put furniture inside it, not the other way around as I did it here. Sofa was modelled in truespace, plants in maya. The chunkiy models were the ones modelled quickly with very little detail in bryce, being the room itself, stairs, table tops, all the stuff that still needs work. For a truly real image, I should model outside of bryce.

I want to do more with interiors so now I am modelling entire houses full of rooms with flattering lighting arrangements and windows and the like. We are allowed 750kb instead of just 625 for uploads so I will see if they are small enough in file size to upload. More to come.
03.24.2007 13:10 Offline rashadcarter1 rashadcarter1 at aol.com
Muaddid
Member

Join Date: 07.21.2009
Comments: 34
wow

That's a very nice in-house.

L'espace est bien proportionn?e et le design des meubles est tr?s int?ressant.

F?licitations.
08.09.2009 02:21 Offline Muaddid francoeurdominic at gmail.com http://muaddid.jimdo.com/
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