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Mateuet
Licensed Customer
Posts: 130
Joined: Wed May 12, 2010 6:12 am

A friend of a friend is buying a beautiful appartament on the last floor of a building and wanted some visualisations of the spaces, maybe some Interior design later? I certainly hope so! It's my first payed 3D proyect ever and i'm very happy. :D

With the help and feedback of the forums I finally got Octane to render noise, fireflies-free and fast also.

THX a lot guys! for your time and tips.

Keep it up!
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woonklamer 3.png
Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
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teecee2107
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Posts: 210
Joined: Thu Oct 28, 2010 6:45 pm
Location: Liège - Belgium

Well done !
Just to quibble ... maybe still a little bit noise in the darker areas.
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70
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FamilyGuy
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Posts: 147
Joined: Thu Apr 08, 2010 12:23 pm
Location: Poland

WOW :o Good design and good render.
Mateuet
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Posts: 130
Joined: Wed May 12, 2010 6:12 am

THX for the feedback guys!

OK here's an update om the scene. I just added some paintings, retouched the floor shader and some lighting tweaks.

It was an 11h render with a GTX470, 4096*2048 resolution and then reduced to 2048*1024.

@teecee2107: I think noise in the dark areas is indeed a problem but i just leave it rendering at night or when i'm at work so i can't render all 16000 samples. Usually I render between 8 till 10000 samples but this one only got to 4109 samples.
It's ok for me if I ever need perfect renders i'll leave it a little longer. :D
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woonklamer 52.png
Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

could I ask what material you have for the lamp shade.
Mateuet
Licensed Customer
Posts: 130
Joined: Wed May 12, 2010 6:12 am

@MaTtY631990: Sure! It's a diffuse materiar with a blackbody shader. Very low on the power and a little bit of transparency. There's also a little light bulb in de center of the cone, also a diffuse material with a blackbody shader.
Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
tehfailsafe
Licensed Customer
Posts: 229
Joined: Sun Nov 07, 2010 9:27 pm

Very nice!
Is the lighting setup just the 3 windows with an hdri, plus the lamp and under cabinet lighting? Or is there more lights behind the camera or set to very low opacity? I can't quite get such a realistic light for my rooms.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
Mateuet
Licensed Customer
Posts: 130
Joined: Wed May 12, 2010 6:12 am

@tehfailsafe: Yeah, like you say, HDRI +two more lights, nothing else.

only tips i can give you are: use good HDRI maps without extreme contrasts, use materials without much glossiness otherwise you will get fireflies, use pathtracing with less reflections depth default is 16 use 8 or so... and finally get good exposure levels and a nice camera film.

From what i have seen and tested if you need good light in an interior and you use an HDRI with a cloudy dark environment, you will get a dark and cluody feeling no matter how you tweak the HDRI gamma, power.... or the exposure from the camera. So if you need bright clear interiors you need a good clear HDRI environment.

I could test the HDRI lighting in your scene with a clay rendering until you get what you need.
Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
tomas_p
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Posts: 188
Joined: Sun Mar 14, 2010 7:38 pm
Location: Slovakia

Nice
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MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Mateuet wrote:@MaTtY631990: Sure! It's a diffuse materiar with a blackbody shader. Very low on the power and a little bit of transparency. There's also a little light bulb in de center of the cone, also a diffuse material with a blackbody shader.
try this for your night shots. making your lamp shade more visible with any patterns that you might use.

http://www.refractivesoftware.com/forum ... shade+test
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