WIP and shift lens test (update p.2)
WIP and shift lens test (update p.2)
Here's a first shift lens test. It works beautifully (here a negative Y shift to capture the table and benches).
I didn't let the image cook long enough as the modelling is not completely finished. Will post final shots in the next couple of days.
(I'm getting some rogue facetting in my banana leave).
EDIT: Forgot to quote my source. This is loosely based on a house built by architect Chakib Richani in Dubai. I picked it because it looked nice but also easy to model and I'm lazy. And also because it is quite secluded, surrounded by a tall wall, which saves the effort of having to model a complete environment.
EDIT: Left to do: modeling lights and making the scene "night-ready"; tons of pillows on the benches; additional plants; more stuff (different stuff?) on the table; fixing some materials here and there; take another look at the weird banana tree; furniture in the home; backplate sky; aperture diffraction on in the final render...
I didn't let the image cook long enough as the modelling is not completely finished. Will post final shots in the next couple of days.
(I'm getting some rogue facetting in my banana leave).
EDIT: Forgot to quote my source. This is loosely based on a house built by architect Chakib Richani in Dubai. I picked it because it looked nice but also easy to model and I'm lazy. And also because it is quite secluded, surrounded by a tall wall, which saves the effort of having to model a complete environment.
EDIT: Left to do: modeling lights and making the scene "night-ready"; tons of pillows on the benches; additional plants; more stuff (different stuff?) on the table; fixing some materials here and there; take another look at the weird banana tree; furniture in the home; backplate sky; aperture diffraction on in the final render...
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Last edited by BbB on Fri Jun 06, 2008 9:04 am, edited 4 times in total.
pretty f*ckin cool.
some crits:
* grass looks a little fluro green (too saturated diffuse albedo?). Same with light green leaves on the palms.
* bump map or whatever on the foreground bench seats looks fake. Use displacement instead?
* The capsicums don't quite cut it realism wise, probably due to lack of SSS.
As the eye is drawn to those objects, I'd put something more realistic on the table.
some crits:
* grass looks a little fluro green (too saturated diffuse albedo?). Same with light green leaves on the palms.
* bump map or whatever on the foreground bench seats looks fake. Use displacement instead?
* The capsicums don't quite cut it realism wise, probably due to lack of SSS.
As the eye is drawn to those objects, I'd put something more realistic on the table.
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
Thanks a lot guys. As I said, this is really a WIP. Lots of tiny little things left to do. But I'm very, very happy about how the shift lens work. It's made framing arch images so much easier.
OnoSendai
Thx man. I'm pondering the saturation issue. Albedo maps behave differently depending on the light and camera conditions. I think the solution here could be postprod, i.e. correcting saturation on selected portions of the image and restricted to some colours. I think it would be faster than working on the albedo map.
Displacement is going to be tough in this scene because it's quite heavy. It's running at 2m polygons right now. Besides, the patterns on the fabric are very small so the mesh would need a lot of subdivision. And I want to model lots of pillows for the bench, which would also need subdividing. I will give it a try though, now that we have 64 bits. If it doesn't work, I might just use the bump without the albedo (which I think is what's creating the fake impression because the shadows are wrongly positioned.) Or another map altogether...
Taking your point on the vegetable. Any suggestion as to what else could lie there?
OnoSendai
Thx man. I'm pondering the saturation issue. Albedo maps behave differently depending on the light and camera conditions. I think the solution here could be postprod, i.e. correcting saturation on selected portions of the image and restricted to some colours. I think it would be faster than working on the albedo map.
Displacement is going to be tough in this scene because it's quite heavy. It's running at 2m polygons right now. Besides, the patterns on the fabric are very small so the mesh would need a lot of subdivision. And I want to model lots of pillows for the bench, which would also need subdividing. I will give it a try though, now that we have 64 bits. If it doesn't work, I might just use the bump without the albedo (which I think is what's creating the fake impression because the shadows are wrongly positioned.) Or another map altogether...
Taking your point on the vegetable. Any suggestion as to what else could lie there?
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johanjohan
- Posts: 43
- Joined: Wed Sep 13, 2006 3:33 pm
- Location: New Caledonia
hi!
Very good render
but how do you to renderer yours images very neat?
do you renderer your image more big or have you a setting in blendigo?
just a suggestion : your little banana is more clean, with a little wind your banana have some tears
you can so add sss material for your banana
(I have 3 banana plant in my garden I leave less tropics
)
thanks
Johan
Very good render
but how do you to renderer yours images very neat?
do you renderer your image more big or have you a setting in blendigo?
just a suggestion : your little banana is more clean, with a little wind your banana have some tears
you can so add sss material for your banana
(I have 3 banana plant in my garden I leave less tropics
thanks
Johan
Nouvelle-Caledonie: Nice!!! You're just a stone's throw from OnoSendai then!
Re your question: I rendered this image at 1600x1600, so it's about 50% downsampled here and appears less noisy than it really is. I use a quad core, which also helps.
Thanks for the tip re the banana leaves. There sure ain't any banana trees down where I live. I try to avoid SSS for big, complicated scenes like those because of render times. Instead, I use diffuse transmitters where I can - they're much faster.
The tree is a commercial Xfrog model. I just worked on the material. What I'm thinking of doing, though, is creating a slightly more complex alpha map that would give the leaves some thickness as well as transparency. I've done it in the past and it worked quite well so stay tuned. I'd also like the "trunk" to be a tiny bit darker. Dunno, just a feeling.
Re your question: I rendered this image at 1600x1600, so it's about 50% downsampled here and appears less noisy than it really is. I use a quad core, which also helps.
Thanks for the tip re the banana leaves. There sure ain't any banana trees down where I live. I try to avoid SSS for big, complicated scenes like those because of render times. Instead, I use diffuse transmitters where I can - they're much faster.
The tree is a commercial Xfrog model. I just worked on the material. What I'm thinking of doing, though, is creating a slightly more complex alpha map that would give the leaves some thickness as well as transparency. I've done it in the past and it worked quite well so stay tuned. I'd also like the "trunk" to be a tiny bit darker. Dunno, just a feeling.
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