Interior - gallery

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afecelis
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Interior - gallery

Post by afecelis » Fri Nov 03, 2006 10:07 am

Image
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Camox
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Post by Camox » Fri Nov 03, 2006 11:15 am

:shock: wow, very nice work !

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afecelis
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Post by afecelis » Fri Nov 03, 2006 11:21 am

thnx Camox! me happy with Indigo's results! :D
oh yes, and with U3dreal's Max2Indigo exporter.It really rocks! :wink:
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Big Fan
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Post by Big Fan » Fri Nov 03, 2006 1:52 pm

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 1:02 am, edited 1 time in total.

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skypa
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Post by skypa » Fri Nov 03, 2006 1:53 pm

Looks real good, but since you ain't here purely for back-padding: the floor is way to reflective, it looks wet. And I'd suggest letting it render a bit longer, NeatImage smudges your walls. :)
Other than that, good stuff.

edit: Oh, and I think I see your floor texture tiling. Might be the angle though.

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afecelis
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Post by afecelis » Fri Nov 03, 2006 2:14 pm

hehehe, thnx guys!
@skypa: you're right, let the crits flow! heheheheh :D
Yup, floor too reflective (taking note) and texture tiles....I'll try another one. Any other comment will be welcome.
@Big_fan:
How many mutations is that please?
You mean per second ? don't remember now. Let me re-render it a bit...
21600-23000 per sec :wink:
left each render for 2 hours and then reduced noise with Noiseware Community Edition :D although the result for 2 hours was fairly clean.
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

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afecelis
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Post by afecelis » Sat Nov 04, 2006 2:56 pm

another shot, trying to mix sunlight and a mesh emitter:
Image

I just started playing around with linear tonemapping to get a good mix of both but it's tough to get the proper values without having one kind of light affect the other. To makes thing worse, it seems the values radically changed in 06t6 so the info found on the forums sometimes won't work leaving no chances but experimentation. I'd like to get a strong line of sunlight on the wall, coming down thru the pergolas; not just the light on the floor as it is in the screenshot. These are the values I'm tweaking:

Code: Select all

<tonemapping>
		<linear>
			<scale>0.005</scale>
		</linear>
          </tonemapping>
A value of 1.0 immediately burns the image. :(
and I'm also playing around with:

Code: Select all

<skylight>
		<sundir>0.639793 0.425208 0.640206</sundir>
		<turbidity>2.000000</turbidity>
		<sky_gain>0.005000</sky_gain>
	</skylight>
and finally, for the mesh emitter:

Code: Select all

<blackbody>
				<temperature>5400</temperature>
				<gain>5000</gain>
			</blackbody>
This combination is what's giving me the above results. Any suggestions on which values to tweak to get a better effect of what I'm looking for?

thanks in advance for any help! :D
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noyb
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Post by noyb » Sat Nov 04, 2006 4:26 pm

I'd recommend increasing the tonemapping scale and decreasing the gain on the emitter. The brightness of the sun in real life is MUCH brighter than any indoor lighting.
I would try making the emitter 1/10th as bright and increase the tonemapping scale by 10x.

As for the light coming down the wall, I'm not sure - you should be able to see it now... The only thing I can think of is that the sun direction is not at an angle that can make the light hit the wall...? Maybe try changing the sun direction vector.

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afecelis
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Post by afecelis » Sat Nov 04, 2006 4:29 pm

many thanks noyb! I'll try your suggestions out and try to post something tomorrow. Meanwhile I gotta hit the sack :wink:

cheers and thanks again! :wink:
Alvaro
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zsouthboy
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Post by zsouthboy » Sun Nov 05, 2006 3:19 am

afecelis wrote:many thanks noyb! I'll try your suggestions out and try to post something tomorrow. Meanwhile I gotta hit the sack
Ouch, sounds painful.

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u3dreal
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Post by u3dreal » Sun Nov 05, 2006 3:47 am

Cool afecelis

this looks very good...

cheers

u3dreal ;)

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