Original Size 2000 x 1900 px, maxdepth 8, maxsamples 1000, kernel pathracing, 3dsmax and octanerender for max, no octanelgiths to windows, just trick to windows glass assigning diffuse emiter, time 55 minutes, no post production in photoshop.
thank you to Enrico Cerica for the tips, glass windows are the value like describe in your comments
thank you to Paoloverona, Gabriellex, MaTty and all people of this foro for tips and patience.
regards
Interior_001
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Thats great stuff in modeling and materials, but the light seems to be very even everywhere, that flattens the scene a lot. You can´t really see from where the light is coming. Notice the area of the window, there is the same amount of light there than in the darkest corners of the scene, that makes the scene look a bit strange.
hi paquito, wich change in the illumination you will ? can you tell me ?
thank you for comment
regards
thank you for comment
regards
- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Hi merid
Good scene (this time is not empty but I think that the candelier is too much near the window, isn't it?
) and good render too.
I think that your illumination is almost ok, but what Pquito tryed to told you is that in your render the illumination seems to become from different part of the room i.e. from the window, from the interior of the room and from behind the camera too...this means non natural/real illumination.
The most part of the shaders are ok, but you'd better adjust the one of the glass and of the liquid.....and the book on the shelf seems to be empty (no pages).
Cheers, Paolo
Good scene (this time is not empty but I think that the candelier is too much near the window, isn't it?

I think that your illumination is almost ok, but what Pquito tryed to told you is that in your render the illumination seems to become from different part of the room i.e. from the window, from the interior of the room and from behind the camera too...this means non natural/real illumination.
The most part of the shaders are ok, but you'd better adjust the one of the glass and of the liquid.....and the book on the shelf seems to be empty (no pages).
Cheers, Paolo
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
I tried to say, that the illumination have no visible origin, no different temperature in different lights, no visible contact shadows, no projected shadows, all that stuff that takes out the interest of the overall look. Like its rendered in AO mode.paoloverona wrote:Hi merid
Good scene (this time is not empty but I think that the candelier is too much near the window, isn't it?) and good render too.
I think that your illumination is almost ok, but what Pquito tryed to told you is that in your render the illumination seems to become from different part of the room i.e. from the window, from the interior of the room and from behind the camera too...this means non natural/real illumination.
The most part of the shaders are ok, but you'd better adjust the one of the glass and of the liquid.....and the book on the shelf seems to be empty (no pages).
Cheers, Paolo
hi paquito i understand,i'll try to rendering image again, with that details, shadows, natural light, etc, etc
I dont think that the problem is as much of the illumination but from the lack of modelling details.
The edges are so sharp that there is no place for specularity to happen, and this is something our eyes are used to.
The window for instance, has no handles all edges are sharp so it looks flat.
Also materials need some work too! They are too perfect some of them look not real!
I feel the light beeing quite natural of a normal room as this is but, the lack f details makes it dull and boring.
BTW paolo, the shadow in the frames of the pictures hanging in the wall is compketly plausible if there is another window or light carrying door in the other side of the room.
Merid888 keep it up! Couple of more hours working the model and you will start seeing the benefits of them in rendertime!
Cheers
The edges are so sharp that there is no place for specularity to happen, and this is something our eyes are used to.
The window for instance, has no handles all edges are sharp so it looks flat.
Also materials need some work too! They are too perfect some of them look not real!
I feel the light beeing quite natural of a normal room as this is but, the lack f details makes it dull and boring.
BTW paolo, the shadow in the frames of the pictures hanging in the wall is compketly plausible if there is another window or light carrying door in the other side of the room.
Merid888 keep it up! Couple of more hours working the model and you will start seeing the benefits of them in rendertime!
Cheers
Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
thank you for comment ttaberna, right now i'm doing a same image but, using portal in the windows, sun light too, is mucch difference
regards
i'll upload new image
none work about materials or modeling, just sun light and portal
regards
i'll upload new image
none work about materials or modeling, just sun light and portal