My room

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skypa
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My room

Post by skypa » Tue Oct 31, 2006 1:29 pm

Greetings,

Image

since it's hip to recreate one's own living space I'll join the fun. It's a clay render of my room in that big-ass-park-view-chrome-kitchen apartment my buddy and I live in. :P
There are still lot's of placeholders (cabinet, bed, radiator) and I'll add detail to basically all of the items. The important thing is that I got the proportions right and if you knew my room you'd recognize it from the picture. ;)
I'll update this thread as I'm coming along, I guess I'll start applying materials in a week or so (I love modeling details :)).

By the way, for those wondering what the big vase is doing in my room, it's an Ikea lamp called storm in a big-boy version. And since it sheds a really, really nice light I think my final render will be lit by artificial light. :)

Thanks for watching,
skypa

edit:
wire view:
Image

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skypa
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Post by skypa » Wed Nov 01, 2006 2:07 am

Image
Image

Small update, night and day scene, some minor details added.

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Behrendt
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Post by Behrendt » Wed Nov 01, 2006 3:00 am

Nice lightning. Will look great when textured!

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psor
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Post by psor » Wed Nov 01, 2006 4:36 am

Wow, ... this looks promissing! *thumbs up* And keep on going! :D :D ;)


take care
psor
"The sleeper must awaken"

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skypa
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Post by skypa » Thu Nov 02, 2006 2:48 am

Image
Added some more details and to prevent myself from losing interest added some temporary materials, just to get an idea of the final lighting. I still have no clue how to get that darn Ikea paper lamp illuminated, since Indigo is lacking SSS. Oh well, I'll figure something out. :)

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Behrendt
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Post by Behrendt » Thu Nov 02, 2006 3:50 am

Try this one - maybe it works:
Assign a slightly transparent material to your lamp. Then duplicate your mesh and size it a way smaller than the original lamp and make it a meshlight.

atmmatt
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Post by atmmatt » Thu Nov 02, 2006 4:52 am

what is SSS?
"To be, or not to be" That is a question?

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afecelis
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Post by afecelis » Thu Nov 02, 2006 4:55 am

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

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skypa
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Post by skypa » Thu Nov 02, 2006 2:41 pm

Behrendt wrote:Try this one - maybe it works:
Assign a slightly transparent material to your lamp. Then duplicate your mesh and size it a way smaller than the original lamp and make it a meshlight.
Yeah, I tried that, but the bigger, transparent mesh always looks too much like glass, there ain't that smooth paper-like transition. I'm sure I'll find a way to fake that eventually though. :)

Update:
This time a close-up of my desk. More details to come. :)

Image

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skypa
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Post by skypa » Fri Nov 03, 2006 12:26 am

Image

Added the cabinet and another chair. The floor is a little tricky, since it's Sisal in reality. If anyone has a good tip on how to create a bumpmap for that kind of material or even got a high resolution texture, that'd be great. :)

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Phoenix
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Post by Phoenix » Fri Nov 03, 2006 1:51 am

Hi Skypa,

so this is your Room?!
I like the concept with your monitor. 8)

By the way, nice WIP.

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skypa
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Post by skypa » Fri Nov 03, 2006 2:16 am

Phoenix wrote:Hi Skypa,

so this is your Room?!
I like the concept with your monitor. 8)
Yeah, that's where I live and breathe. The monitor setup allows a smaller desk in contrast to the two-CRT carrying beast I had before. (oh, and of course it looks stylish :P).

atmmatt
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Post by atmmatt » Sat Nov 04, 2006 7:38 am

afecelis wrote:subsurface scattering
http://en.wikipedia.org/wiki/Subsurface_scattering
Thanks!

I'm still a touch unclear about it. Is SSS meant to sort of replicate something like a ceramic glaze? Where you have your ceramic underneath but a very thin layer of glass covering the surface from the firing process?

Thanks.

P.S. Great room! Sorry to hijack your thread just I keep reading SSS everywhere and have been real curious for a while.
"To be, or not to be" That is a question?

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afecelis
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Post by afecelis » Sat Nov 04, 2006 8:10 am

sorry skypa for the offtopic note.
@atm-matt: in brief, SSS is the ability of a renderer to show that difficult level of transparency some materials like marble or wax have when they absorb light. That's why you always see examples of marble statues or candles (wax) with a light on one side of them but because of SSS that same light gets absorbed and hence reflected to the other side of the statue :wink: This same concept could be applied to other elements like curtains; right now if we place an element of this kind in a scene it will totally block the pass of the light generating a black render, but once Indigo supports SSS it will filter the light and will still let some light come into the scene (after it absorbs some) making it even more accurate phisically speaking. :D
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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