Page 1 of 1

first interior

Posted: Thu Dec 02, 2010 7:17 am
by tehfailsafe
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.
room-v2-1.jpg

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

Re: first interior

Posted: Thu Dec 02, 2010 11:50 am
by MaTtY631990
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.

Re: first interior

Posted: Thu Dec 02, 2010 4:55 pm
by Odeas
Is the table floating?

Re: first interior

Posted: Thu Dec 02, 2010 7:18 pm
by Mateuet
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 :D

Re: first interior

Posted: Thu Dec 02, 2010 10:34 pm
by tehfailsafe
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... :lol:

new-room-1.jpg

Re: first interior

Posted: Thu Dec 02, 2010 10:40 pm
by tehfailsafe
Mateuet wrote:The floor is too shiny and the texturing seems to be rectangular in place of square.
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?