Showing posts with label settings. Show all posts
Showing posts with label settings. Show all posts

14.9.11

vestibule



been working on this vestibule again, getting really clean renders. started working on the ceiling, on the wood planks, its a knotty pine. The key with the clean render seems to be the sampling contrast in the anti-aliasing settings- below .05 -.

7.8.11

back to the vestibule

I've been working on the octagon room again, getting closer to finishing- much better at working with final gathering. Recently worked on the wood for the room.

a plank with the wood that I've been working on,


Looking at it as just a plank, I think it still needs some work, but in the room it was getting there.




The doors and moldings have supports and projections

Many things in this room are coming together... as I'm having some realizations about working on it. One thing I should mention is freezing the final gathering map ( the setting 'Only use FG points from file') under Map Settings. This allows you to render much faster. So I was under the delusion that I could apply the wood texture without a projection/support, and spent alot of time getting the wood to look right. Finally I put on a projection and support and the wood looked alot better. I was reluctant because of all the texture supports I would have in the scene, it would be messy.

I have yet to get into the details of the doors and put separate supports for the cross pieces as opposed to the vertical.


I have to say, the FG-Phys.Sun/Sky-PhotoExposure-arch_material combination is great lighting.


...

21.10.10

more pictures (building) improvement


The image above is the result of a couple of days of fiddling with the settings on the scene, right now I am rendering a new one with some changes.

:: above image, some of the settings I adjusted are; the power of the physical sky multiplier which, due to the kobayashi pluggin, is connected via an expression to the multiplier of the physical sun. I am using the architectural shaders for almost all of the surfaces in the scene; I adjusted the ray multiplier of the concrete which is on the ceiling and the floor, as well as much adjustment on the windows: the reflectivity, the reflectivity color, the cutout opacity but so far have avoided using my own settings for BDRF. I have repeatedly adjusted the spots to get them where I want them, they should be very week in comparison to the sun I think. All and all this experience is crying for more reading on the subject.::

  • The biggest hurdle seems to be to get the windows on the left to look like the windows on the right. They are at different angles so the reflectivity is different. It looks to me like the windows on the right aren't even there.
  • The color of the exterior environment is off, it should be blue sky and brown ground.... not sure what to do there, because the sky/sun is set very low.
  • The "cans" in the ceiling are not lit by the spot which sit inside them
The image to the left is the most recent render, the cans are slightly brighter and the spots are more diffuse.

18.12.09

even more...






Spent alot of time tweaking things: I'm using the automatic mode for Final Gathering (softimage 2010)...
Scene File (current) forum thread
Render Options
  • Number of rays, points
  • played with sampling contrast a bit
  • changed the maximum sample normal deviation
  • started to freeze the map, render then render faster
  • picked up (on xsibase_user"maxsi77") Kobayashi's addon for Physical Sun/Sky with Photo Exposure
  • started rendering at a much lower Anti-Aliasing
  • Played with Sample Filtering (Framebuffer tab) Gauss/Mitchell _back to Triangle, Filter Size 1-4
  • Shadows, currently segmented
Physical Sun/Sky/Photographic Exposure
  • Adjusted the multiplier value (drastically different values, with Kobayashi's Addon {.01-1})
  • Thinking that at some point I should add some "Haze"
  • Have to bump up the samples for the light. Should get a crisper image.
Portal Lights

  • Three Light Boxes
  • Visibility on (was getting an error that the lights had to be VISIBLE)
  • Added an exponential falloff to the Portal light
  • bumped samples up to 5,5 (area tab)
  • Shadows on umbra 0
using the mia architectural shaders for the room -standard grey-subtle blue for the windows
  • Indirect Illumination Tab__ adjusted repeatedly the Radiance, Ray Multiplier, and Additional Multiplier settings.
Last Render done::



Extra::

A typical session