Exterior with pool

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Marcofly
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Post by Marcofly » Fri Oct 26, 2007 12:05 pm

Welcome, Slamdog! A nice image, let it cook more..

Benvenuto!

Marco

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slamdog
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Location: abruzzo, italy

Post by slamdog » Fri Oct 26, 2007 6:34 pm

Little update
little progress in modeling... now i'm angry with the water :x
i've used a specular mat. with 1.3 IOR, Cauchy B coeff = 0, Absorb. color C3EBCD (light green) with gain=0.06 but it seems to be too dirty. :roll:

Next i will texturize and will bevel like sin.
hasta luego! :D

PS:chairs are floating, i know :lol:
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CoolColJ
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Post by CoolColJ » Fri Oct 26, 2007 7:54 pm

water is reflecting the sky and environment, especially at that low viewing angle

and water takes a while to clear up when rendering

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slamdog
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Post by slamdog » Fri Oct 26, 2007 8:58 pm

you're right coolcolj :wink:
however, how can i make the water more green and bright, like in the reference image. i tried to change the absorption color, but without the desired effect.
i'm in you're hands :cry: (kidding... :P )

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Kram1032
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Post by Kram1032 » Fri Oct 26, 2007 9:02 pm

use CCJ's tabulated water :P

CCJ, you should post it in the mat thread, for easy DLing :)

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CoolColJ
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Post by CoolColJ » Fri Oct 26, 2007 9:15 pm

if you are using Indigo v1.01

then use this - copy and paste it in place of your current water code in the IGS scene file

Code: Select all

    <medium> 
        <name>MedWater</name> 
        <precedence>10</precedence> 
        <basic> 
            <ior>1.33</ior> 
            <cauchy_b_coeff>0.00000</cauchy_b_coeff> 
            <absorption_coefficient_spectrum>      
            <regular_tabulated> 
               <start_wavelength>0.34E-06</start_wavelength> 
               <end_wavelength>0.75E-06</end_wavelength> 
               <num_values>83</num_values> 
               <values> 
               0.0325 0.0264 0.0204 0.018 0.0156 0.0135 0.0114 0.0107 0.0100 
               0.0094 0.0088 0.0079 0.0070 0.0060 0.0056 0.0052 0.0054 0.0061 
               0.0064 0.0069 0.0083 0.0095 0.0110 0.0120 0.0122 0.0125 0.0143 
               0.0130 0.0157 0.0168 0.0185 0.0213 0.0242 0.0300 0.0382 0.0462 
               0.0474 0.0485 0.0505 0.0527 0.0551 0.0594 0.0654 0.0690 0.0715 
               0.0743 0.0804 0.0890 0.1016 0.1235 0.1487 0.1818 0.2417 0.2795 
               0.2876 0.2916 0.3047 0.3135 0.3184 0.3309 0.3382 0.3513 0.3594 
               0.3852 0.4212 0.4311 0.4346 0.4390 0.4524 0.4690 0.4929 0.5305 
               0.6229 0.7522 0.8655 1.0492 1.2690 1.5253 1.9624 2.5304 2.7680 
               2.8338 2.8484 
               </values> 
            </regular_tabulated> 
            </absorption_coefficient_spectrum> 
                              
            <subsurface_scattering> 
                  <scattering_coefficient_spectrum> 
            <regular_tabulated> 
               <start_wavelength>0.34E-06</start_wavelength> 
               <end_wavelength>0.75E-06</end_wavelength> 
               <num_values>83</num_values> 
               <values> 
               0.0104 0.0098 0.0092 0.0097 0.0082 0.0077 0.0073 0.0069 0.0065 
               0.0062 0.0059 0.0056 0.0053 0.0050 0.0048 0.0045 0.0043 0.0041 
               0.0039 0.0037 0.0036 0.0034 0.0033 0.0031 0.0030 0.0028 0.0026 
               0.0027 0.0025 0.0024 0.0023 0.0022 0.0021 0.0020 0.0019 0.0018 
               0.0018 0.0017 0.0017 0.0016 0.0015 0.0015 0.0014 0.0014 0.0013 
               0.0013 0.0012 0.0012 0.0011 0.0011 0.0011 0.0010 0.0010 0.0010 
               0.0009 0.0009 0.0009 0.0008 0.0008 0.0008 0.0008 0.0007 0.0007 
               0.0007 0.0007 0.0006 0.0006 0.0006 0.0006 0.0006 0.0006 0.0005 
               0.0005 0.0005 0.0005 0.0005 0.0005 0.0004 0.0005 0.0004 0.0004 
               0.0004 0.0004 
                </values> 
            </regular_tabulated> 
               </scattering_coefficient_spectrum> 
               <phase_function> 
          <uniform/> 
               </phase_function> 
            </subsurface_scattering> 
        </basic> 
    </medium> 
    <material> 
        <name>Water</name> 
        <specular> 
            <internal_medium_name>MedWater</internal_medium_name> 
            <transparent>true</transparent> 
        </specular> 

if not you can try this

IOR = 1.33

absorption
red 0.36
green 0.04 to 0.1 (higher is less green, more bluish)
blue 0.0143
values are for what they would be in the IGS file, so may need red/blue flipped around inside the exporter if done from there

scattering
red 0.0007
green 0.002
blue 0.0026



Gamma = 1 for both. Gain = 1


and then don't add any bump map to the water mesh and pool surfaces - they slow rendering of caustics a lot!

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slamdog
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Post by slamdog » Fri Oct 26, 2007 9:25 pm

ohh CCJ, my savior! :cry: :D
there was not SSS in the previous rendering...
i will post the results.
thank you Kram & CCJ

EDIT: the water surface is simply a mesh, no bump

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Kram1032
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Post by Kram1032 » Fri Oct 26, 2007 9:28 pm

np, although I didn't do much :P :)

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slamdog
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Post by slamdog » Tue Oct 30, 2007 2:13 am

little update :D
made some texturing to chairs and table and beveled both. Added some detail and background. Added CCJ's water (not the tabulated one... a bit complicated for my knowledge of indigo :( )
Still some problem with bump maps and some materials (like the window frame).
Still have to bevel and texturize the walls.

Opinions? :D

Bye bye
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rgigante
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Post by rgigante » Tue Oct 30, 2007 2:31 am

Welcome on board slamdog... another one from "the strong and the gentle"...
Good start ;)

Riccardo.

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Kram1032
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Post by Kram1032 » Tue Oct 30, 2007 3:05 am

to add the tabulated version, simply copy and overwrite the parts, that aren't similar ;) (It already looks great as-is, though :))

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Kosmokrator
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Post by Kosmokrator » Tue Oct 30, 2007 4:58 am

looks beeter and beeter....lets see...... :wink:
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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CTZn
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Post by CTZn » Tue Oct 30, 2007 5:47 am

Nice water now bevel you walls, that's eye hurting :evil: :P
obsolete asset

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slamdog
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Location: abruzzo, italy

Post by slamdog » Tue Oct 30, 2007 9:45 pm

hi all
new update :D
texturized the whole thing. some problems with beveling (used 1 recursion and it doesn't look like espected on the wall).
i don't know....there's something that doesn't convince me... :x

some technical questions...
i'm using these settings:
LM prob=0.1
Max Change=0.03
Max num cons rej=2000
Max Depth=600
SuperSample=3
low values of Maxnumconsrej speeds up convergence? and can affect the "realism" of the scene?
Other question: there's a way to reduce the render time per sample?

bye bye
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Zom-B
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Post by Zom-B » Wed Oct 31, 2007 12:06 am

slamdog wrote:Other question: there's a way to reduce the render time per sample?
You are using a 3x Supersample factor :shock:
SuperSample means that Indigo actually renders a picture that is 3 times as big as your output resolution, and then resizes it to your target resolution.
This costs extra time and much more RAM, so reduce it to 1 for your preview renderings to get a nice results much faster, and for your final version 2 should be enough.

You picture is really great, the only thing that "disturbs" me is the tiling on the floor, it seems way too perfect (compared to the original photo) :wink:

here a quick GIF animation about techniques to pimp your bump map:

Image

1:original bump
2: a light wave filter, deforms the lines a bit
3: some gradiants and color changes for the desks, so they arent all perfectly the same size.
4: a light photoshop cloud filter, to generate some overall noise
5: combined with the original bump from the wood
polygonmanufaktur.de

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