From reality to fiction

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FractalBuddha
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Hi,

for fun, I tried to replicate the more realistically possible my workshop. It took me allot of test to adjust the textures parameters.
You can compare with the reference picture.
I could do better, but it is very long between each render.

It could be nice if you have any advice to increase the realism. I would love to have in the texture parameters some tabs like : finger prints, dirt, dust, scratches... :P

The geometry is made in Sketchup. The light come from a large black-body emitter outside with no glass in the windows.
You can download the project here https://www.dropbox.com/sh/p9xwfw6luvkwqam/HBOm4co48C
Render time : 8h
850 000 triangles
GeForce GTX 560

If you have any advice to accelerate the render time with the same realism. Thank you for your comments.
From reality to fiction.png
reference.jpg
bureau photoshoped parametres.jpg
final resultImage
Last edited by FractalBuddha on Wed Dec 19, 2012 3:51 pm, edited 5 times in total.
Imagine reality

2 x GTX 560 | i7 | windows 7
kavorka
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This is great! Looks like a photo!
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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icelaglace
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This looks very great! Well done !!
These are my 2 cents if you wanna improve something, I guess.

Sunlight, Use 2 lights if possible or make your light slightly bluer; check the floor, it has sky reflection on it.
If you want, use Photoshop, Color Range the brightest part on the image & add some Diffuse Glow & color it to a slight blue for the windows
The bottom of the image lacks brightness & saturation, try to make it more vivid with the materials, check the foreground table reflection.
The ceiling should not be that reflective, use more roughness & reduce specular.
And maybe try to change FOV or the perspective using Photoshop, it's definitely visible on the foreground at the bottom that it's different from the pic.

Great render :D
http://icelaglace.com
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gabrielefx
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to increase the speed 16000-24000 samples are enough

I never use 16 bounces in PMC except I got several glass walls, I use 8-10-12

one single GTX is not enough for the rendering job...you need a minimum of 2 gpus.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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FractalBuddha
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Thank you all :)

I tried at maxdepth 8. After 8h the noise level is the same, but the glasses are darker.
From reality to fiction max9.png
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gabrielefx
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put another windows set on the back
blackbody on the front 4500 kelvin
blackbody on the back 7500

100% noise free depends by the light weight

In few words the walls on the back could be a light, this light will help to illuminate darker areas. These areas are difficult to refine with indirect illumination only.

For darker areas you can compensate with exposure and illumination. Try to augment the iso and lower the light power to balance the exposure. This is what the photographers do with banks and flashes.
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sdwhitton
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yes, I think a higher ISO maybe, although that will introduce extra noise is my understanding

and then in terms of dust, marks, scuffs etc, could this be done as a black and white image in the material's specular level assuming a glossy material?

would have to have the same mapping coordinates as the diffuse map though...
workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590

3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
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FractalBuddha
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bureau sale 8 despeckle 75.png
(Full resolution https://www.dropbox.com/s/g3kfqb9n56pkj ... le%208.png )

I really like my floor :P I added some dust on the floor, turbulence and image bump, and specular image for the lines.
It could be nice eventually to use the instancing to put real geometry dust everywhere.
virtually everyone to whom I showed this picture to thought it was a photo :D

I could do better, but it take too much render time before I can see the results.
I will eventually buy a second GPU.

Thank you for you helps.

Gabrielfx, I just putted one light source, because I found it less realistic with a back light. PS : I really like you renders :)
Last edited by FractalBuddha on Tue Dec 18, 2012 2:17 am, edited 2 times in total.
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Refracty
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Great work and improvements.
The floor tiles have a nice material.
Time to put stuff in the shelves.
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bepeg4d
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wow, if you catch the wood colour and reflectivity it's perfect :)
ah, and a little bit of dof also
ciao beppe
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