Page 1 of 3
small parisian studio
Posted: Mon Aug 18, 2008 3:07 pm
by CTZn
I started this one a few months ago, I'm happy to pursue it with 1.1.9. Also I'm glad old material definition is still supported because I modified the exporter since I started that render and now Indigo yells and stop

Actually I tend to think that the new definition format is
partially supported, rather
So it's very wip, bump on floor is irrelevant, the two textures used are maya procedurals converted to files, 650 spp. Oh, it may be worth to mention that I could use linear and camera tm with UI by setting master level of layer to the minimum, camera tm used here. Honestly I'd prefer numeric input fields for tm stuff.

Posted: Mon Aug 18, 2008 3:20 pm
by beyer
Could you explain the layout of the room a little? To me it looks like a bathroom combined with a kitchen (is that a bar fridge?) built in the attic of a house with a steep roof.
Posted: Mon Aug 18, 2008 4:03 pm
by CTZn
You got it all, it's 9m²
It sure has not the standing of BbB's parisian flat, but it's real; I've spend fifteen years in there. Seventh floor without lift ! The plank in the foreground is where the couch lies, the camera is aproximatively 1.2m above ground level. It's a... standard fridge, bigger than a bar fridge I guess.
Thought, it's over now, I moved to some bigger and nicer place, thanks

only reference used for construction is my memory.
Textually these little rooms are called "handmaid's room", they are very common in Paris on top of old buildings. Primarily the building belonged to one family, and the servants were living there, on top of everyone. Still very common, mainly rented by students. Two things: an unbeatable pov over the city's roofs, and hot as hell in summer. Roof is made of metal (Zn), sometimes heat is really crazy.

Another shot, older version of the scene ( apr 08 ).
Posted: Mon Aug 18, 2008 4:10 pm
by beyer
Well that is fascinating, I thought it must have existed only in your imagination! I'll be interested to see how it turns out, the space certainly has a lot of character.
Posted: Thu Sep 18, 2008 8:15 pm
by CTZn
Update !
It's still not half-done but I like where it is going, camera tonemapping from UI. I wonder if you people found the trick to use linear and camera tonemapping in Indigo UI ? What works for me is to set the master layer level to 0.0000, then hit the right arrow key once to set the value to it's minimum. From there the picture should appear quite dark, not burned anymore and ready for fine tm. Just in case.
Caustics are crazy in this scene, it's almost entirely lit inderectly by a patch of sunlight hitting the floor outside of the camera frustum (and hiting partially the kitchnet). Initially the kitchnet (?) is Al.nk, I'm using 1.1.10 and I wonder if it's just a phong rendered without nk ? Tiles are being redone for the floor, and will be found on many walls as well (another kind of tiles of course). Also I'd like to finally test shift lens, it's still not implemented in the exporter (Maya) tho...
Also I identified one geometry wich crashes Indigo while it has UVs, I have still not identified what's wrong with them. I have another object with the very same topology for wich I used another projection scheme, there may be UVs seams hiding somewhere or something.
A lot of blah for a little update... I'm happy now that external meshes normals are preserved, thanks Ono

Posted: Thu Sep 18, 2008 8:36 pm
by suvakas
Nice caustics !
AA issues on the borders of the window?
Posted: Thu Sep 18, 2008 8:39 pm
by CTZn
Thanks suv, yep I guess so

I wished I could change the filter right into the ui, but I don't think framebuffer is unfiltered. Default filter at actual resolution, no supersampling.
Posted: Fri Sep 19, 2008 1:06 am
by Kram1032
At the window, glare will probably help

That looks great, really

The caustics are amazing

Nice mood, although I really wonder why the toilet is where it is... xD
Posted: Fri Sep 19, 2008 1:31 am
by delle
I love the Toilette material.
Can you share it?
Thanks
Delle
Posted: Fri Sep 19, 2008 2:15 am
by CTZn
@kram: Thanks, the toilets are where they are because in this kind of studio, it is a luxury not to have to go through a corridor to access them, wich is usual. Yes, I'll use camera diffraction for the final shots. I still have to add the window's frame too, amongst a ton of things.
@delle: Nothing fancy here, it's plain phong

Same mat then the fridge, plain white (wich is not good), ior 2.4 and exponent at 800000. The lighting condition doubled by camera tonemapping may give that very ceramic aspect.
Looking for that material in Maya I realised my last working session was lost, the scene was partially saved, no mats few geos argh.
Posted: Fri Sep 19, 2008 4:45 am
by Kram1032
lol, I see xD
Too bad that it didn't save

Hopefully you will continue anyway...? ^^
Posted: Fri Sep 19, 2008 7:28 am
by CTZn
Not right now
I certainly will, and I suppose I'll give a shot at simpler scenes meanwhile. That's the common kind of obstacle when you start doing things you should have done long before, like a painfull warming session... I'm not giving up

Posted: Sat Sep 20, 2008 12:16 am
by CTZn
I retrived the geometries from exported external meshes, so I'm updating and then will go on.
Posted: Mon Sep 22, 2008 6:10 am
by CTZn
Floor test.
Each image rendered for 10h+@800x600 on one (old) core, they are taking forever since the room has so much white material applied and heavy DoF. Same tonemapping values for both, tiles are geometries (500k tris for them all). I'll reduce tris to the quarter, the noise I applied to them is too high freq.
Posted: Fri Sep 26, 2008 1:17 am
by CTZn

Tiles first test, they are ugly
