First time modeling an interior in maya from scratch, everything so far is just been bought models I've thrown into octane, or simple text/logo + mograph stuff in C4D. This is daylight, pathtracing, and rendered 3 copies at 1000 samples ( only 3 mins each ), then put them to darken mode in photoshop, added a tiny curve up to brighten the scene. Still have the line down the center from using 2 gtx470s.
Still working, don't like the material for the floor and a few other things, like the floating side table on the right... For some reason the legs are fighting the export... Plus the scale, the bed in the background should be bigger, circular table should be smaller, etc.
I am trying to get lighting down though primarily. Looking at the other interiors from octane look so photo realistic, I can't see how to get there. This is probably my 6th attempt at putting an interior ( basic room with lights, no furniture ) into octane, but the first time it even came decent enough to post and get feedback. I duplicated the ceiling, moved it down, and made it a very lower power emitter with 0.001 opacitiy in octane, but I'm sure that's not the way to do it... Though everything else I've tried is very dark looking.
Any suggestions for fixing it up in terms of lighting/render quality? I can adjust the models no prob, but I'm stuck with what to correct to make it look more realistic.
Here was my inspiration, and by inspiration I mean I tried to copy this render from max + vray by eye.
http://static3.evermotion.org/files/mod ... 2436a8.jpg
first interior
Forum rules
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 left right 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 use 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.
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 left right 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 use 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.
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Looking good for starters. Try adding a lot more objects to the scene, fruit on table, magazines, books lying around, TV .etc
Of course rescale your exiting objects first and position if needed. Also try floorboard textures and not have to much sharp reflection, increase roughness a little. Finally add some lights mounted on ceiling and a lamp on the right side table.
To help out more, look at some of the interiors I made which can help you and just let me know if there's everything I can answer regarding the renders.
Of course rescale your exiting objects first and position if needed. Also try floorboard textures and not have to much sharp reflection, increase roughness a little. Finally add some lights mounted on ceiling and a lamp on the right side table.

To help out more, look at some of the interiors I made which can help you and just let me know if there's everything I can answer regarding the renders.
It's good try, keep it on! It's not an easy scene you're trying to make. I like the lighting on yours.
The floor is too shiny and the texturing seems to be rectangular in place of square. Like MaTtY631990 says put some roughness on that.
Also you could try to load the same diffuse bitmap as a floatimage and use it on the specular and bump channels, I usually don't use more than 0.17-0.20 on the dial.
The wall it's pretty ok but it think you'll get a better result of you lower the bump . Try to invert it to see if you get better results (Octane flips the bump sometimes).
Enjoy
The floor is too shiny and the texturing seems to be rectangular in place of square. Like MaTtY631990 says put some roughness on that.
Also you could try to load the same diffuse bitmap as a floatimage and use it on the specular and bump channels, I usually don't use more than 0.17-0.20 on the dial.
The wall it's pretty ok but it think you'll get a better result of you lower the bump . Try to invert it to see if you get better results (Octane flips the bump sometimes).
Enjoy

Antec 300 Casing/Windows 7 ultimate 64/i7 920/ ASUS p6T/ 6GB RAM/ Sparkle GTX470 1.2GB & Asus GeForce 8800GTs 512mb
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
new floor texture, hdri for sky instead of sunlight, though I miss the ray shining in from the window onto the floor, is this possible with an hdri?
lessened the bump on the right wall and inverted, looks like it was correctly non-inverted before. It's very hard to see these details until full render for me. I also dramatically adjusted the light power, exposure / fstop and set to linear response curve.
the side table is still floating...
lessened the bump on the right wall and inverted, looks like it was correctly non-inverted before. It's very hard to see these details until full render for me. I also dramatically adjusted the light power, exposure / fstop and set to linear response curve.
the side table is still floating...

windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
I tried to fix this using a float2 number input to the scale of the texture node, but adjusting the x y didn't affect the scale at all they way a normal float slider did. How do I fix this?Mateuet wrote:The floor is too shiny and the texturing seems to be rectangular in place of square.
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012