Tutorial/Explanation of rendering interior

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Post Reply
User avatar
liquid orange
Licensed Customer
Posts: 54
Joined: Sat Dec 11, 2010 11:43 pm

Hi folks,

i'm searching for a tutorial about how to render an interior. I tried it many times but always failed. Should i use
planes as emitters? should i left the walls open behind the camera? should i use HDRI? There are so many great
renderings in the gallery topics maybe some of you pros' could give me a short explanation :)
Hardware: Nvidia GTS 450, core 2 quad q6600, 8 GB Ram
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
sdwhitton
Licensed Customer
Posts: 126
Joined: Sat Oct 15, 2011 5:26 pm

way I usually do it is:

remove any glass from the windows
add portals to the openings
use the Daylight system, or an HDRI if no 'streaming' sunlight coming through the windows

and then render PMC

if any feature lights needed to be 'on' then render these separately with a black environment, and comp this 'lighting pass' over in photoshop, either screen or linear dodge..

this will definitely need to be rendered PMC and overnight usually

the above has two versions of model, basically, one with no emitters for the daylight pass, one with for the lighting pass..

hope that makes sense..
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
User avatar
liquid orange
Licensed Customer
Posts: 54
Joined: Sat Dec 11, 2010 11:43 pm

Thank you i will try it in this way.
Hardware: Nvidia GTS 450, core 2 quad q6600, 8 GB Ram
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

* avoid small or highly subdivided emiters if You're going to use blackbody emiting.
* PT sometimes work faster if You have a lot of reflective surfaces
* be sure You got enough light - the better is the coverage, the faster noise will go out..
* use portals in the windows, to tell engine where the light is coming from,
* avoid unnesecary detailing or complex mats if they are not very visible
* split Your scene into severalal & use diferent kernels, even mats, lighting..-
as sometimes to capture multiple good images with one lighting is pretty hard
(give Yourself a bit of freedom, play, just try..& post Your stuff for c&c as the
comunity is quite helpful and could give a nice input to make You work better.

if You can post 'cos the work is confidential..build simmilar scene & try to simulate
simmilar lighting/materials..then You can reuse that in other projects =)

cheers
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

If you use portals, I am pretty sure you need to make a completely enclosed space, or they will not work. unless this has been updated since last I used them, that is.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

kavorka wrote:If you use portals, I am pretty sure you need to make a completely enclosed space, or they will not work. unless this has been updated since last I used them, that is.
if You wan to get believable interior looks, You have to render INTERIORS, unless You actually using Good HDRs..or pricesly put softboxes, reflectors etc. (in that way You need to know quite a lot 'bout photography)

if You try to fake that..You might get faster render times, You might get more flexibility, but even avarage eye will see, that's something is not quite right..I mean You can fool the system, but don't be so naive You can fool avarage eye..'cos we humans train from birth & even if they can't explain..they all judge..from their own perspective. the only way to come Life like is to mimic Real thing,If You aiming for interior - then render interior =)..
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

glimpse wrote:
kavorka wrote:If you use portals, I am pretty sure you need to make a completely enclosed space, or they will not work. unless this has been updated since last I used them, that is.
if You wan to get believable interior looks, You have to render INTERIORS, unless You actually using Good HDRs..or pricesly put softboxes, reflectors etc. (in that way You need to know quite a lot 'bout photography)

if You try to fake that..You might get faster render times, You might get more flexibility, but even avarage eye will see, that's something is not quite right..I mean You can fool the system, but don't be so naive You can fool avarage eye..'cos we humans train from birth & even if they can't explain..they all judge..from their own perspective. the only way to come Life like is to mimic Real thing,If You aiming for interior - then render interior =)..
I completely agree, but what I was trying to say was that if there is even a small hole you didnt close up, or if your door is open or something, then it won't work right, I could be wrong.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Post Reply

Return to “General Discussion”