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Re: Wrecks interior

Posted: Mon Jul 13, 2015 4:27 pm
by sadece
Here is the final step just before integrating real sofa shots. Thanks for watching.
Cheers Hüseyin.

Re: Wrecks interior (updated)

Posted: Mon Jul 13, 2015 4:34 pm
by seriks
fantastic

Re: Wrecks interior (updated)

Posted: Mon Jul 13, 2015 5:47 pm
by dotcommer
Is it supposed to be concrete on the floor? Because with the bump/displacement you have on it, it looks like carpet. Honestly looks very convincing as carpet, like short berber.

Re: Wrecks interior (updated)

Posted: Mon Jul 13, 2015 6:02 pm
by martincarlson
Very nice! Texturing is super.

Re: Wrecks interior (updated)

Posted: Mon Jul 13, 2015 11:56 pm
by sadece
@Seriks: Thank you
@Dotcommer: Actually, what wanted to achive on the floor material is "lime". something like here: http://acilandemircimento.com/resim/urun/kirec1.jpg hope i successed ?
@Martin: Thank you very much mate

Re: Wrecks interior (updated)

Posted: Tue Jul 14, 2015 7:10 pm
by Bendbox
This is looking great. Big difference since the original version. Incredibly clean and noise free too.

I see you have a Titan and 780 -- how long did this one take at this res?

Re: Wrecks interior (updated)

Posted: Tue Jul 14, 2015 11:53 pm
by sadece
Thank you Bendbox. Right, there has been some changes due to customer's demand of looking warmer and cleaner.
Rendered in 2h10m with Titan+780 @4800x3600px with 4000 samples. but i didnt know 3000 would be enough before rendering.
Cheers Hüseyin

Re: Wrecks interior (updated)

Posted: Mon Jul 20, 2015 10:42 am
by r-username
great work,
I like the glass materials, a bit of an optical illusion, the pane on the far right looks to have a different opacity then the center panes.

any insight on your settings would be welcome.

Re: Wrecks interior (updated)

Posted: Mon Jul 20, 2015 10:58 am
by Yambo
Last one looks really really good ;)

fantastic work.

Re: Wrecks interior (updated)

Posted: Tue Jul 21, 2015 8:34 am
by sadece
Thank you both. i'm glad you like :)

r-username, actually there is nothing something special with the settings. An Hdri was used for the lighting. 4000 samples, 6 Diffuse&Specular depth, Ray epsilon 0.0001 which is default. Other than this, i worked Lwf and 32bit render passes. Feel free to ask if you wanna know more.

Cheers Hüseyin