Living Rooom - 1st real effort

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thednx
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Living Rooom - 1st real effort

Post by thednx » Wed Jan 09, 2013 7:14 am

Hiya,

this is my first "real" effort at Blender and Indigo, as never really having the time to plunge into it.

This is a first try at interior archictecture visualisation: inspired by a nice pic i saw in an architectural book but tweeked to my own Imagination.

constructive criticism welcomed ;-)

As said, Blender, Version 2.64, Indigo, Windows 8.
Rendertime just a few minutes.

I am still having some lighting issues (Sun + interior lights are still a bit confusing to me), so in this case the ceiling is the light source...the effect isnt too bad?
Attachments
test.jpg

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Pibuz
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Re: Living Rooom - 1st real effort

Post by Pibuz » Wed Jan 09, 2013 9:58 pm

Hi pal, welcome onboard!

First of all, attaching the reference image always helps to guide through the most precise aiming to the point :wink:

This image you show us is obviously a test: we can see you are now taking confidence with the shaders, such as phong, tinted specular, diffuse... There is really nothing in particular to talk about, except the fact that the one thing you always have to keep in mind is that lighting is the thing which matters the most, in reproducing real-life situations, and mostly archvizs. So, excluding that the original image was lit by an enormous fill light over the ceiling, I think I'm going to suggest you try to create the same lighting conditions for your scene. They might be approximative at first, but with the help of some experts here it will surely get better and better!

thednx
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Re: Living Rooom - 1st real effort

Post by thednx » Mon Jan 14, 2013 8:56 pm

thx for the feedback!

I will update the picture this evening, I did some extra reading and tried out some stuff.

Cant wait for more constructive criticism ;-)

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CTZn
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Re: Living Rooom - 1st real effort

Post by CTZn » Wed Jan 16, 2013 9:14 am

Hi thednx,

it struck me (ouch) that the most direct step you could take from there about lighting would be to texture the emission channel. You have set a base emission for the ceiling, now try one of those as emission:
Attachments
emission - three neons.jpg
emission - three neons.jpg (5.28 KiB) Viewed 5334 times
emission - eight lamps.jpg
emission - eight lamps.jpg (5.15 KiB) Viewed 5334 times
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thednx
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Re: Living Rooom - 1st real effort

Post by thednx » Wed Jan 16, 2013 8:07 pm

Hey, thanks for the tip! Will definitely give it a go. Interior lighting is really challenging.
livingroom5_final.jpg
If You are religious or not, I still think the way it is already working in the real world was a great job ;-)

Here is an update: the "deco" isnt done yet, and i need a carpet, but the particle system is just killing my pc, so i will save that for last.

- I am having what i would call a "moirè" effect on the reflections of the aquarium: any tips?
- same thing with the tv: its a chrome material i used from the materials library.

...and the cloth on the table needs some work: i used physics (cloth simulation) on it and i guess i need to increase the thickness.

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Oscar J
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Re: Living Rooom - 1st real effort

Post by Oscar J » Thu Jan 17, 2013 6:14 am

Why is the roof still glowing? Turn it off - it is still looking really weird. Also you might wanna change the tone mapping to Camera, instead of Reinhard.

thednx
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Re: Living Rooom - 1st real effort

Post by thednx » Sat Jan 19, 2013 1:24 am

CTZn wrote:Hi thednx,

it struck me (ouch) that the most direct step you could take from there about lighting would be to texture the emission channel. You have set a base emission for the ceiling, now try one of those as emission:
Hmm...i tinkered around with it, but I honestly don't grasp how to use those images as a light source.
I have a dark ceiling with bright spots when I try it; do You know how to use the textures as emissions in Blender in combo with Indigo? Like a short step by step?

Thx! Dennis

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CTZn
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Re: Living Rooom - 1st real effort

Post by CTZn » Sat Jan 19, 2013 4:06 am

Hi Dennis, I'm no blender user I'm affraid.

You may have done it right though, but since it's texture based and the ceiling is flat it will only get indirect lighting on it.

To avoid confusion, it is recommended that emitting materials be a lambert with a black albedo but in your case the emitter is a ceiling so it'd rather not be black.

You can push the trick further, because, it's a trick, by using the same texture as displacement. The ceiling would then need to be subdivided so the "bright" vertices can be moved out of the surface.

Also, this was an exercise based on an emitting ceiling object wich is not an usual lighting method :) In such case what matters is the mood resulting from the different lighting schemes, just as in lighting prototyping I assume.

Now we can change the topic to the objects scale: use a real scale for each and in regard with the others, that's another condition for realism.
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thednx
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Re: Living Rooom - 1st real effort

Post by thednx » Fri Feb 08, 2013 12:33 am

A question involving.....*drumroll* lighting.

How unusual, I know. To the point:

I want to take away the walls one the left of my picture (where the 3 colored lamp is) and replace it with a floor to ceiling glass pane, including the "hallway" leading off the the left.

Behind the glass would be a small courtyard, with some plants and so on visible through that glass.

What would the best lighting strategy be?
If I use an outside sun, everything outside would be really bright and all the details on the inside would be cast in shadow.
If I have the main light source inside, I won't see enough of the courtyard -outside-.

What setup would you suggest?

Thanks a whole lot!

Dennis

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