Page 2 of 2

Re: Room

Posted: Fri Jul 02, 2010 4:57 pm
by radiance
you need to use pathtracing and maybe set the maxdepth a bit higher for the glass.
default it's on 8 but maybe set it on 16 or so, and set the rrprob parameter to 0.5 or 0.3,\
you're pixelsamples / sec will go down but the glass should render more efficient.

Radiance

Re: Room

Posted: Fri Jul 02, 2010 5:37 pm
by sam75
boom wrote:looks great!

I love the look you got on the outside world through the window door. Any tips on how to achive that?
Just a plane with a diffuse material.

Re: Room

Posted: Sat Jul 03, 2010 7:29 am
by sam75
boom wrote:
sam75 wrote:
boom wrote:looks great!

I love the look you got on the outside world through the window door. Any tips on how to achive that?
Just a plane with a diffuse material.
Thanks. ahh, ok I guessed so, and no special setup needed for the glass in the the door? The subtle blurring of the plane/diffuse material is because of the DoF or did you apply a blurr to the texture itself?

/boom
No glass for the windows and yes the blur is caused by the dof only.

Re: Room

Posted: Tue Jul 06, 2010 7:08 pm
by sam75
Last version, had to improve the light bulbs glass.

Image

Re: Room

Posted: Wed Jul 07, 2010 9:00 am
by thedreamers
i really like your materials, looks so realistic :o

it will be a good thing maybe to do a making of :roll:

nice work!