I'm a little tired and frustrated of looking at my project. I know I can get it 'there' and it can be good, but I'm having trouble focusing my best efforts. I want to decorate it with all the props and fun stuff, but don't think I should do that until I get my lighting and materials right.
The idea here is that I can use anything to make the render work as long as the render turns out pretty. N-gons, tile materials, downloading props, downloading materials etc. Basically the quicker, the better. I've only modeled the background (walls, floors, ceiling) I started creating this scene to learn 3dsmax and corona, but more so to be eligible to apply for an arch viz job.
Here's the most recent render:
Here's my lighting/material reference (image below created by
Filip Roberto, awesome Stuff Filip!):
I'm not trying to duplicate this one for one, but trying to get a similar lighting setup. I also want my scene to feel more fun and colorful, less modern.
Replies
- improved the light strike by increasing the scale of the sun to 15 and decreased its intensity to .01
- changed the HDRI image
- Modified the wood material that's on the ceiling and on the floor and used a different texture
- added more detail to the window, though things look like they arn't lined up properly
All in all its on its way, still tons of work to do, buts on its way. Yay!Onto lighting, materials, and decorations with props!
somedoggy said: I think I agree with you, but at the same time breaking physicality to achieve a look that works for the project is legit. As long as it doesn't look 'funny' or odd I think we're okay. The first image's lighting is way too bight and felt like it washed out the scene, while the second I also agree with @musashidan, looks too dim and unlively. Maybe when I get back into this scene i'll be able to find a happy median
Our eyes adjust for local contrasts so we can perceive detail in areas that are very different levels of brightness. Regular cameras on the other hand take an image at a single exposure level. Extreme brights or darks will be completely devoid of detail. So what people typically do is take shots at multiple exposures and combine them together to make an HDR image with tons of information. By working from an HDR image you can pump them through tonemapping processes that do the same kind of thing as our eyes do, bringing detail back into places that would normally be too high of exposure to see on a non-HDR (LDR, or low dynamic range) monitor. A good example is something like the above, or being able to see the saturation of the sky and details in the clouds, while still being able to see the much darker lush greens of foliage on the ground.
You shouldn't expect to have a render from a progressive path tracer using realistic exposure values to look amazing right out of the render preview window. It is however an absolutely correct result and while I understand the sentiment of breaking the rules, you can't expect to successfully break them before how you know how the rules work
(reference link 1)
(reference link 2)
(reference link 3)
Hi @somedoggy! Please do you have an idea of how I balance this? Certainly not just in post, right?
Read up on how to use these things in tandem for photography. If you hover over the settings the have great tooltips that tell you more about what they do, and real world values commonly used for photography. For example, ISO and F-Stop should ONLY be used with preset numbers used in real life because they are standards of measurement (light sensitivity and diameter, respectively). Shutter speed can be whatever you want.
And yes, actually you do want to do tonemapping in Post. You'll save a HDR file out from the render window and open it in PS/Lightroom.
I still see some scale issues, but i'm not entirely sure which ones to fix in comparison to the reference
@somedoggy What do you think? Time for post? see anything worth tweaking in max and re-rendering parts?
I would play with making things pop, dont really get a sense of depth. Maybe some more contrast, and bringing the camera out further to getting some subtle fog/blur in there.
Great work though!
@codyaq2 Thanks!! I'll take a close look at the shadows, they really don't seem crisp enough
But these are easy to touch up. You've done a great job with this project and it's been good to see your progression from when you first started posting here.
Here's the reference:
Is there any reason why the Exposure Value would be locked in interactive render mode?
Feel free to poke at my boo boos. I'll never learn if you don't.
More shots on my artstation soon.