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ElBribon
06-08-2007, 01:06 AM
hi fellas, i got a problem with Vray lighting. I've been tryin for more than 1 week to design a photorealistic
room but I'm stuck.
I've been through heaps of tuts and books about lighting and texturing but nothging works. I hope somebody can help.
I wanna have a room without sunlight..but if it's easier to achieve a photorealistic look with sun than I'm cool with that.
I've placed Vraylight everywhere but nothing actually gives me satisfaction.
fon the ollowing linkk you find the pics i've uploaded:

http://rapidshare.com/files/35863136/bath.zip.html


That's what i got so far:

the first pic (bath_01) i placed the lightsource above the bathtube (being directed into the room)..as you can see it blows out the directly lit areas but the shininess above the sink is great. there are 2 more sources
1 above the toilet and 1 above the sink to distinguish them (low multiplier for both sources). of course everything needs to be britghen up. I was just trying.


on the next pic (bath_02) i placed a window with sunlight (entering from the right)
I like the bathtube area because it's not so bright..that's what I'm tryin to achieve. a nice mix of both pics.

and that's what I've tried lately (bath_03) ...a window placed next to the bathtube

of course I turned render settings down for testing so I can get faster results

---------------------

these are the mats I'm using:

box: timber
diffuse: material
bump: material (10)
refl. 25 25 25
refl.gl - .67
subd. 15


wall (bath): timber
diffuse: material
refl. 49 49 49
refl.gl. - .78
subd. 13


faucet / flush: chrom
diffuse: falloff (w/b)
refl. 178 178 178
hilight gl. - 0.4
refl.gl. - .89


toilet / sink / bathtube: porzelan
diffuse: white
refl. 99 99 99
refl.gl. - .85
fresnel refl. - on


wall:
diffuse: white
refl. 25
refl.gl. - .56


bathtube (window): glass
diffuse: white
refl. white
subd. 10
fresnel: on
fog color: 150 210 200


heater:
diff: white
refl. 42
refl.gl - .65
subd. 10


shelves: VrayOverrideMtl
basic mat:
diff: material
refl. 15 15 15
subd. 10
GI mat: vrayMtl
diff: white

daphnev
06-11-2007, 03:08 PM
Hi ElBribon,

I am not a lighting expert but I think you need to figure out where the light is coming from. If there is no sunlight where is the light? Are they ceiling lights? where are they placed? That helps me get a visual of how I will set everything up.
I am not sure if this will work but I would probably put a vray light coming in from the other side as well (the opposite side of the bath). I am not sure if I would place a vray light directly above the toilet facing down.
Have you tried HDRI lighting. It produces really nice reflections. You just have to download an HDRI image, there are some free ones on the net and then tweak if needed in photoshop. Then if you need more lighting you can add lights....

mister3d
06-11-2007, 10:16 PM
I would set color temperatures to cold for outside and warm for inside, it could better define lights.

ElBribon
06-12-2007, 05:59 AM
actually i was gonna create a room without a window but now I think it'd be better to have 1..there is some footage I've done lately...I've been sitting for 2 weeks on this now and i feel like i've been makin" any progress at all...I've tried different light settings..off the ceiling, the wall but nothing actually approaches photorealistic..i used also warm color settings for interior (check footage)

http://rapidshare.com/files/36642494/footage.zip.html (http://rapidshare.com/files/36642494/footage.zip.html)

i also uploaded my entire project..may help ya?! I mean I read tuts, books and i know how light works actually but i'm still a beginner when it becomes about photorealistic lighting.

http://rapidshare.com/files/36646516/bath.zip.html (http://rapidshare.com/files/36646516/bath.zip.html)
about 17MB

mister3d
06-12-2007, 08:32 AM
I can't assign your textures. Use resource collector in the utilities section.

If you want to achieve realistic results, first of all get a lot of reference images so you could compare similar conditions of lighting and materials along the way. This should be the first step when you start IMHO.
Let's not panic :) and divide all into smaller tasks.
Geometry. Still not enough bevels. Bevels should be everywhere to catch highlights, or you can place them manually (set light to specular only and use a place highlight tool from the align group). Your door looks a bit flat if to compare with your basin, which looks quite well - it catches reflections and highlights well. So first of all bevel all your crisp corners on the shelves, on the tiles on the floor etc. Make the tiles and everything to catch highlights. Though geometry of your handle on the door looks good, it's not catches highlight so we can't see it well. Place a highlight then to benefit. So bevel it all, or bevel it better.
Texturing. Provide bump and specular maps. You can make the door and this wooden wall with bump and increase glossy reflections, because there surfaces are often varnished. You can make textures and bump maps for all the sufraces. Your pan seems not reflecting much, and your dryer as well, and many other things could be more reflective and have highlights. Look at your basin - awesome! Because of reflections.
Rendering. You have some noise and (I think) problems with your irradiance map, your settings are too low for it.

Then, if to look at composition, you have a big empty wall, where you can put 2 modern torches with nice throw patterns from web distribution files.

ElBribon
06-13-2007, 07:26 AM
there are some problems with towel's texture ..refresh and assign once again the texture for towels ->

http://rapidshare.com/files/36891644/materials.zip.html

http://rapidshare.com/files/37691488/bath.zip.html

I looked at various footages of bathrooms....you mentioned bevel..i agree...think i have to bevel and chamfer more..
the sink is the only 1 that looks great because i use HDRI here...
my render settings are low because to achieve faster renderings...it's only for testing..it's already been taken more than 10 min. rendering this scene.

what about my proportions?

the link above (latest materials and project) in case you haven't d/l the previous 1.

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