Hi guys
After watching jaw-dropping images on this site for longer time than I can remember, I finally got a chance to test my very limited "indigo-skills".
I did this render for my studio, where I'm currently an intern. I had nothing to do with the architecture, and didn't quite get my way with the decisions of post-processing, but that's fair enough I guess.
I would really like to improve, so I hope you're willing to take a minute or 2 to critic and give me some advice, how to improve.
The render cooked for around 40 hours, which my current "skills" as an indigo render can't really justify. Don't get me wrong - I love what indigo (and skindigo) does, but unless I improve it's hard to justify not switching to a biased render and save some precious waiting time.
So I'm hoping I'll learn more about render methods etc, so I can reduce render times by being smarter about how i export. The tools are there for near perfection; all your guys have already proven that. I just need to learn them well enough.
...until then, this is the kind of images I produce.
thank you!
bigger version
http://www.box.net/shared/7vx7y49p31
Small mall interior
Small mall interior
- Attachments
-
- centerlow.jpg (224 KiB) Viewed 11217 times
Hey 2kemon.... here are some hints:
1) don't use pure white color! it akts like a mirror and pushes your render time.... go for a max of 80%, so rgb 204 is max for white color!
2) Exit Portals could help here too... search the forum how to set them up, and see your image get noisfree even faster ^^
3)Textures are your friends... not an enemy...
Some textures here and there could realy enhance this image, not to fancy, but it seems you used mostly simple colored materials...
4) Kick the guy who did the postprocessing hard, he did an awful job!!!1!
the people in the image have no shadows so the seem to fly over the area.... the transparency is a style I never understood, but ok... at last the people are cut out in Photoshop by an 5 year old or what.... baaaah....
1) don't use pure white color! it akts like a mirror and pushes your render time.... go for a max of 80%, so rgb 204 is max for white color!
2) Exit Portals could help here too... search the forum how to set them up, and see your image get noisfree even faster ^^
3)Textures are your friends... not an enemy...

Some textures here and there could realy enhance this image, not to fancy, but it seems you used mostly simple colored materials...
4) Kick the guy who did the postprocessing hard, he did an awful job!!!1!
the people in the image have no shadows so the seem to fly over the area.... the transparency is a style I never understood, but ok... at last the people are cut out in Photoshop by an 5 year old or what.... baaaah....
polygonmanufaktur.de
I 90% agree with ZomB: first of all i'd suggest you post the raw image indigo calculated. So it's easier to evaluate the value of the render itself.
I agree with 80% white and exit portals (just for interior scenes, remember), and i think good textures really help getting a real-life sense. I once thought "once the model is done, thwo clicks and i'm done with the textures too": i couldn't be more wrong. I see now i spend almost as much time as modeling to choose and prepare textures. One hint i can suggest you for sure is "beware of oversaturated colors or textures": sometimes you can just adjust them in postpro with PS or GIMP, but to have a good output don't work with too saturated (or too bright) textures: the light itself will pump up their visual efficacy!
So, apart from this, i really think there is some good work you show us here, really. Maybe you can tweak it a little in your spare time and post the results later! We'll be here!
I agree with 80% white and exit portals (just for interior scenes, remember), and i think good textures really help getting a real-life sense. I once thought "once the model is done, thwo clicks and i'm done with the textures too": i couldn't be more wrong. I see now i spend almost as much time as modeling to choose and prepare textures. One hint i can suggest you for sure is "beware of oversaturated colors or textures": sometimes you can just adjust them in postpro with PS or GIMP, but to have a good output don't work with too saturated (or too bright) textures: the light itself will pump up their visual efficacy!
So, apart from this, i really think there is some good work you show us here, really. Maybe you can tweak it a little in your spare time and post the results later! We'll be here!
Really great model 
Textures wouldn't harm indeed...
Who added those ghosts? Is this supposed to be a late Halloween-entry? It would be better to place the cutouts on simple planes with alpha-channel (BETTER alpha channel than they currently seem to have) on a nice distance... Then, they also have shadows. (Though, of COURSE [very hard with SketchUp, afaik], best would be a full organic 3D model of each of the persons...)
If you want to have that transparency-effect (I've no idea why you'd want that, but ok...), you can simply darken the alphamap a bit, so that it does not include any pure white....
Those steel thingies right under the glass section... you could make them phong, maybe even nk. (Al or Cr of course aren't perfect replacements but they might fit best as steel-placeholders) - give them an exponent of 250, I'd say... not that hight to really be perfect reflectors but also not that low to be diffuse.
Oh, about the pure white (rgb 255 or normalized rgb 1) A minor correction: They do NOT act as a mirror (which reflects the light back by a certain angle) but as a, well, perfect white surface.....
100% of light goes back from the wall. What happens is, that none of the rays gets killed... And has to be checked further. This can easily lead to an infinite bouncing, until the ray gets killed due to reaching the max bounce count. That takes far more time than nessecary.
That's one of the two good reasons, to NOT use pure white.
The other one is, that the brightest materials actually only reflect ~80% of light (certain types of VERY white paper)

Textures wouldn't harm indeed...
Who added those ghosts? Is this supposed to be a late Halloween-entry? It would be better to place the cutouts on simple planes with alpha-channel (BETTER alpha channel than they currently seem to have) on a nice distance... Then, they also have shadows. (Though, of COURSE [very hard with SketchUp, afaik], best would be a full organic 3D model of each of the persons...)
If you want to have that transparency-effect (I've no idea why you'd want that, but ok...), you can simply darken the alphamap a bit, so that it does not include any pure white....
Those steel thingies right under the glass section... you could make them phong, maybe even nk. (Al or Cr of course aren't perfect replacements but they might fit best as steel-placeholders) - give them an exponent of 250, I'd say... not that hight to really be perfect reflectors but also not that low to be diffuse.
Oh, about the pure white (rgb 255 or normalized rgb 1) A minor correction: They do NOT act as a mirror (which reflects the light back by a certain angle) but as a, well, perfect white surface.....
100% of light goes back from the wall. What happens is, that none of the rays gets killed... And has to be checked further. This can easily lead to an infinite bouncing, until the ray gets killed due to reaching the max bounce count. That takes far more time than nessecary.
That's one of the two good reasons, to NOT use pure white.
The other one is, that the brightest materials actually only reflect ~80% of light (certain types of VERY white paper)
...thank you guys for all your replies, and very helpful advice. For starters I didn't realize the issues with using white, so that´s definitely a keeper!
Your all right about the fact that I should have used more and better textures.
It's funny about the "transparent ghosts", because I made the exact same argument. But they had another render from an archviz company, that apparently loves the "transparent, motion-blurred-people-disguise-the-architecture-technique". So they wanted to match the two, as much as possible, and that was the reason for some of the decisions.
Your all right about the fact that I should have used more and better textures.
It's funny about the "transparent ghosts", because I made the exact same argument. But they had another render from an archviz company, that apparently loves the "transparent, motion-blurred-people-disguise-the-architecture-technique". So they wanted to match the two, as much as possible, and that was the reason for some of the decisions.
- Lazyanimation
- Posts: 4
- Joined: Fri Dec 05, 2008 3:45 pm
- Location: Philippines
- Contact:
Who is online
Users browsing this forum: No registered users and 181 guests