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View Full Version : How to make this scene more realistic?


MickO
05-11-2006, 02:46 PM
Hello everyone!

I've got this scene:

http://www.x01mick.com/files/final11_800.jpg

No way I can put more objects in it. Client doesn't want to. So it's gotta have that simplistic feeling but as realistic as possible. I'd say I might have some reflection problems here and there but I can't spot them out. Had problems with the reflections' subds as well: I need to get rid of some noise but if I pump them up, rendering time goes up esponencially.

About the materials:
The tabletop should be satined stainless steel. Same for the ovens. While the glass is meant to be slighlty green. The floor is marble. Walls are slightly cream and handles are chrome.

I'm using Max 8 + Vray with irradiance and light cache. One direct, 3 vlights on the 3 windows on each side. HDR as well, even tho I can't see any difference if I switch it off (does the HDR lighting go through glass?).

Thanks so much in advance to whoever wants to help me out!

valoukh
05-11-2006, 07:17 PM
More realistic? It's.....it's not a photograph?? :)

SoLiTuDe
05-13-2006, 06:12 AM
heh... yeah... it's pretty "realistic" already to be honest.. If you don't want to add objects (plates/utensils) then I really don't know what to add... as you've already nailed the lighting/materials. Where's the sink? And honestly - realistic means some dirt! But I know that's not going to be an option It's a bit hard to tell that the countertop is stainless steel from this far, but I guess that depends on the res you rendered at and stuff. I'd consider a different angle maybe closer to the left looking towards the ovens?

Quick way to test the hdr lighting is to turn off your vray lights... you should see it coloring the inside via the irradiance map and such. It may be dark, but you should see a difference in color. OR make your vray lights Skylight portals I think...?

CupOWonton
05-13-2006, 07:57 AM
HDR is going to be a waste of time on an interior.

#1 - if youre going for realistic, youll have to make sure each light source is realistic. Color and Intensity is something you need to look at.

#2 - Compare it to photos and other peoples renders. Tints of blue and orange help enhance a scene, though not 'technicaly' realistic at times, visualy most people think it looks better at times.

#3 - Re-Adjust the colors and such in photoshop afterwards, get a nice contrast, and maybe apply a gradient around the edges to make a nice vigenting appearance.

CupOWonton
05-13-2006, 07:59 AM
Also, I noticed your glass is fixed. Did my suggestion in your other thread help with that?
http://forums.cgsociety.org/showthread.php?t=355107

MickO
05-13-2006, 11:04 AM
Heh thanks guys. I thought I really needed to play more with that steel. It was too flat there, so I came up with this:

http://www.x01mick.com/files/final14.jpg

Few artifact on this one (don't mind the rendering time I made a mistake with a setting hihi):
http://www.x01mick.com/files/test17.jpg

I think I'm getting closer finally!
The reason why there's no sink is because there's gonna be an isle and another part similar to this one on the left, which I'm gonna model tomorrow.
Thanks guys!

@valoukh: Thank you heh

@SoLiTuDe: About the HDR, I've tried to do what you said and turned all the lights off. But what I see is just big coloured dots on the surface of my models. Not many. And no much light penetrating. Ah btw, does the HDR lighting go through glass?

@CupOWonton: Thanks! That helps a lot! I'm gonna try to do what you suggested.

georgenz
05-14-2006, 07:43 AM
Looking much better, however the image outside the window is a bit flat. It need a bit of depth and maybe some Depth of Field. Also the wooden vaneer texture appears a bit low res and/or noisy and possibly scaled slightly to big.

Another thing to look at is the modelling of the window. Would that actually work?


Looking great though! :)

SmallPoly
05-14-2006, 11:59 AM
I've got a few suggestions that I hope will give you a few things to think about to add. I also realize my critique may come off a bit harsh. It's not meant to be.

The first things that could be done to improve the scene are to give the large drawer side rails (if the client allows, especially since they tend to be more practical for load-bearing drawers). An example of side rails can be found here (http://www.baldheadcabinets.com/images/sports_storage.jpg).

and to adjust the spatula and wisk so they are less vertical.

The window, I'd think, would look better with a hinge, though I have seen a few windows that can successfully hide them and still open inwards. I would also recommend putting a windowscreen on the outside to keep the bugs out and so on.

I would also recommend using either area lights or area shadows, since the spot of light on the floor seems too hard edged to be realistic. The farther a shadow is from the object casting it, the less crisp it becomes.

Also, a couple things on the upper storage areas with the glass fronts -- the hinges do not look like they would be able to keep the glass open like that since the glass is so thick. Also, the handles appear to be resting purely on the surface of the glass, instead of going through the glass and having something to anchor it on either side. An image that should give you some idea about how to anchor them can be found here (http://www.tacometals.com/download/CANNOPY9B.jpg).

Also, no matter how minimalistic your kitchen is, the ovens will be practically useless without lablels to tell you what temperature and setting you have the knobs turned to. I'd also think that the glass on the front should be a little less reflective, or at least have a greater falloff.

The stainless steel countertop (with which i'm guessing you are going for a brushed metal effect), on the otherhand, needs to be more reflective, otherwise it just looks like it was painted a fuzzy gray.

Then with the marble floor, unless it's really marble-print lenoleum, needs to be marble tiles (linoleum, unlike marble, can be rolled up). This is because it would otherwize be impossible to get the marble to the kitchen in the first place. Even if it were placed on top of the foundation before the house was built around it, it would surely crack under it's own weight as it was being set into place. Examples of marble tiling can be found here (http://elitecretemi.com/images/Marble%20Floor.jpg) and here (http://www.nagrobki-hoder.pl/gal/posadzki/marble-floor-1-large_big.jpg).

I also agree with georgenz about the background image.

Well, that's all the areas (other than the dirt which exists out of idealized spaces) that come to mind that I think could be adjusted to gain some more realism. Good luck with your client.

SanjayChand
05-19-2006, 08:33 AM
the wood texture looks too uniform across the entire scene, and there really isnt any contact shadow between the wood pieces and the other parts of the kitchen.

maybe an ambient occlusion pass would help?

SanjayChand
05-19-2006, 08:35 AM
i looked at it again and it needs more light bouncing around in it, which can be achieved through GI.

Rens
05-19-2006, 07:47 PM
The space between the counter and the wall is a big no-no. It looks unfinished and dirt can collect in the gap which will be hard to clean. Usually some trimming is used to close that or when the gap is smaller some putty/silicone will be used. Same goes for the glass and counter connection, dirt collects in the small area between them. Also between the counter and the floor a trimming might be needed.

I agree about the sunlight looking too sharp. Two ways to fix this:
1) As mentioned before use an area light. The sun is not a point and no, not all the light rays from the sun run parallel to eachother. Make an area light disc a good distance away from your scene. If you were to look from your scene towards the disc the disc size should be similar to the real sun size. The further way you can place the disc the better, scaling the disc size up as you go. At some point you'll hardly see any difference in your scene, stop there, no point in going further.
2) Put a bit of glow on top of the bright areas where the sunlight hits a surface. Usually the sunlight is much much stronger than the other light in the kitchen. If you want good exposure in your kitchen the sunlight usually gets overexposed. This will make the reflected sunlight bouncing around in the camera lens (or eye) visible, which is what that kind of glow is.

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