Magazine interior

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afecelis
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Magazine interior

Post by afecelis » Sun May 27, 2007 9:12 am

Hey guys,
It's been long since I posted, but I thought this last exercise was worth the try. To practice I scanned an image from a magazine, modeled it in blender and rendered it using several of the free render engines available (Kt, Indigo, Radium). Also as an MLT comparison test (still in progress).

Magazine scanned image:
http://www.danielpatton.com/afecelis/Kt/wip/magscan.jpg
Blender camera match:
Image

and the image in indigo, 3 hours rendering (as it's coming out so far, still needs to be "violetized") ;):
Image

Indigo 0.8 stable+blendigo as exporter. Still having trouble using bump maps in blendigos' material editor. When I add bump maps in the albedo channel I always get an error. Anyone else having this issue? or know how to fix it?

as usual, C&C are welcome ;)
Regards,
Alvaro
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lekane
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Post by lekane » Sun May 27, 2007 9:39 am

Bump works fine here.
Although i dont put it in the albedo little box, but in the bump one :P

(still irrlicht fan?)

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afecelis
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Post by afecelis » Sun May 27, 2007 9:46 am

Thanks lekane, I'll check the blendigo options. I think I used the wrong explanation, hehehe :oops: :oops: Blendigo options are very VERY clear. You're right. I've had problems when I add my B&W version of the image for the bump channel in the bump option :( Will try again.
(still irrlicht fan?)
All the way!!! ;) Still in the team, though Niko knows that now I don't have as much time to dedicate to the project as before. Still I try to write tutorials whenever I can and I still use it for my realtime visualizing needs.

regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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Kosmokrator
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Post by Kosmokrator » Sun May 27, 2007 10:57 am

I LIKE THE 60s feeling!!!
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO

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zsouthboy
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Post by zsouthboy » Sun May 27, 2007 11:33 am

You have to use a regular 3 channel texture for bump maps - indigo doesn't support 1 channel.

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afecelis
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Post by afecelis » Sun May 27, 2007 1:31 pm

Thanks for the comments guys. Yup Kosmo, that atmosphere is what also grabbed my attention! ;)

@zsouthboy:what's a regular 3 channel texture? 256 colors?
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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afecelis
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Post by afecelis » Sun May 27, 2007 2:21 pm

ahhhh! got it!

Paint.net did the trick for me! ;)
Will post a new image soon.

Thanks for all the help.
ps. quick question: When previewing materials with bump in blendigo, phong materials show the bumpmapping ok, but with diffuse materials you can't see the effect much. Which values should be changed to increase the bump map strength? xponent? or the ABC values?

thanks again.
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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Dacksoldier
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Post by Dacksoldier » Sun May 27, 2007 3:11 pm

whats up with the light on the counter it looks like its all a light mesh??? unless its because of bloom effect

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afecelis
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Post by afecelis » Sun May 27, 2007 3:51 pm

you mean the lamp?

The scene has only got 2 light sources. Both are blackbody mesh emitters. One is a sphere in the lamp, acting as a light bulb, the other is a plane right above the foreground sofa. I guess that's the one over-illuminating the scene?
As I mentioned in my post, the image still hasn't been tonemapped in Violet, but I'll try to improve this on next version. I'd also like to hear some more on your comment Dacksoldier ;) I'm interested in what you saw in the image.

regards,
Alvaro
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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afecelis
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Post by afecelis » Sun May 27, 2007 4:11 pm

here's a quick Violet tonemapped version of the image above (new version sttill cooking):
Image
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lekane
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Post by lekane » Sun May 27, 2007 9:26 pm

You might want to check proportions (this armchair next to door seems very small, the table looks higher)

and well, some others things but i guess it's part of the wip (tv needs bevel)

edit: hmm after all, the armchair seems small to in the scan :?

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Kram1032
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Post by Kram1032 » Sun May 27, 2007 10:25 pm

this really looks great, but the TV doesn't look right, to me....
It needs bevel and the screen should be reflective...

also you tables are way too sharp edged...

other things are even better, in your scenbe thaqt in the pic^^

I don't think, they use a big light, but some sphereal hnging lights, out of the few: look at the reflections ;)

Maybe, the logs look way unrealistic... dunno...

Ok, I guess, that's about it, your colours look better in my taste, than those in the real room :D

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Stur
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Post by Stur » Mon May 28, 2007 12:37 am

Afecelis : did you use a particular technique to match your camera and your scene to the photo ? It must be quite hard, no ?

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afecelis
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Post by afecelis » Mon May 28, 2007 2:57 am

Thanks a bunch for all the feedback guys! :D

@Lekane: yup, proportions trick the eye a bit, that's why I decided to use the image as reference in the end. About the TV, I used a Tesla 430 that I found in the 3d warehouse, which in fact is edgy.
http://sketchup.google.com/3dwarehouse/ ... revstart=0
But I remodeled it and beveled it a bit. Let's see how it comes out now ;)

@Kram1032: Thanks for the comments. About the tv, check the link above, but I remodeled it anyway. I agree it should be reflective; I'll increase the exponent value. I'd also like to make it a bit emmisive, but that's still out of my knowledge. Tables, yup! you're right! I also remodeled them since beveling the ones I had gave me unwrap errors. Will be in next version (looking much better already ;)). I also like how things ended up looking in the CG version, also the colors. Still haven't worked on the logs, but It's on my todo list :D About lighting, I separated my ceiling emitter material form the bulb in the lamp. Corrected the lamps efficacy scale to give it a more oldish-yellowish lightbulb color.

@Stur: as a matter of fact it's not complicated. I first modeled the scene "by eye" keeping in mind some proportions and trying to put the scene into proper scale (meters). After that, I added a camera and in blender's camera view, I added the image as background. After that you select your camera and in wireframe view you move/rotate it to fit the images a s much as possible. Then you can check the places of your elements and also move them, scale them , etc. ;) There are some ppl that are real masters in camera matching in blender; I'll try to link you to some of their tutorials. In my case, check the vertical edge by the lamp, it's not fitting the one in the picture; so it's not perfect, but overall, helps a lot.

new verison is cooking. Will post it when I return! ;D
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Kram1032
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Post by Kram1032 » Mon May 28, 2007 4:56 am

Good :D

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