more photorealistic

General questions about Indigo, the scene format, rendering etc...
ahmadun
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more photorealistic

Post by ahmadun » Sun Mar 29, 2009 12:56 am

Dear all,

What should I do to make this scene more realistic (like a photograph)?
Texturing? Better lighting? :?:
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Kram1032
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Post by Kram1032 » Sun Mar 29, 2009 1:09 am

yes and yes and better spint-colour and less saturated wood and ...
well, light is ok actually...
try to give grey mats a TINY tint of saturation, while lowering the saturation at all the coloured mats a lot... your wood is rather orange than brown O.o

(Metallic parts are correct IMO)
also don't ever use perfect white or black - the wallat the back could be perfect white... use 0.8 0.8 0.8 for white and 0.1 0.1 0.1 for black...

ahmadun
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more photo realistic

Post by ahmadun » Sun Mar 29, 2009 1:21 am

Hmm...
What about texturing?
Is it needed?

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carbon
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Post by carbon » Sun Mar 29, 2009 1:54 am

correct scale of objects at first.. looks like doll house

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Borgleader
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Post by Borgleader » Sun Mar 29, 2009 3:30 am

carbon wrote:correct scale of objects at first.. looks like doll house
+100

For texturing id say for this scene it could help for the wood but the rest is fine.

Start by scaling all your objects to correct sizes.
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Pibuz
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Post by Pibuz » Sun Mar 29, 2009 4:07 am

Hi Ahmadun!
Apart from the addition of some textures, a correct re-sizeing of the objects (or a different camera setup), slight coloured tints here and there, I'd say that the missing thing here is reflections. You have none, excepted the mirror you have. Subtle reflections applied to good maps can really enhance renderings!

Btw, i think that for the aim of true photorealism you'll need to spend more time on the modelling part. The metallic drawers on the left are really fantastic, but the rest is still wip, obviously.

GO on!!

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Post by neo0. » Sun Mar 29, 2009 12:41 pm

1) Add a proper material to the ground. Depending on whether you want a concrete floor (it looks like you're trying to make a locker room) or tiles flood, it would go towards making it look more realistic. Some of the floor materials in the DB would look great in my opinion. Check the FAQ for instructions on how to install them.

2) Use proper materials on the red objects. They look like they are supposed to be a bench and shelf of some sort. You would probably wan't a wooden texture for that. Even if they are going to be wood that has been painted over, they would need a bit of a glossy look (phong shader)

3) Your mirror looks a bit dark, considering, that the ambient light in the room looks fine. :)

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SATtva_
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Post by SATtva_ » Sun Mar 29, 2009 7:12 pm

Your mirror looks a bit dark
I bet its IOR value is too low. ahmadun, try to raise IOR of the mirror material to about 1000.

neo0.
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Post by neo0. » Mon Mar 30, 2009 1:39 pm

Odd.. It shouldn't be doing that. How many places is the sun comming through? How big are they?

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PureSpider
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Post by PureSpider » Tue Mar 31, 2009 1:50 am

Do you even understand what SATtva_ wrote? :roll:

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Borgleader
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Post by Borgleader » Tue Mar 31, 2009 8:35 am

PureSpider wrote:Do you even understand what SATtva_ wrote? :roll:
Either he doesnt or he didnt bother reading it.
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ahmadun
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more photorealistic

Post by ahmadun » Wed Apr 01, 2009 12:42 am

i've added some textures.
for floor, wood, wall.
that's much better :D
and we can see nothing in the mirror :(
and the drawer still looks very "cubic" :cry:

Physical sky + sun
Metropolis=true
Hybrid=true
Bidirectional=false
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SATtva_
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Post by SATtva_ » Wed Apr 01, 2009 12:58 am

ahmadun, did you raised IOR of the mirror material?

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Kram1032
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Post by Kram1032 » Wed Apr 01, 2009 1:41 am

the textures improved it alot :D
Though, the wood is still quite saturate... and as SATva_ said: raise the mirror's IoR ;) (or alternatively, you could use Ag.nk for it...)

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SATtva_
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Post by SATtva_ » Wed Apr 01, 2009 1:59 am

or alternatively, you could use Ag.nk for it
Or plain Phong with 1 000 000 exponent. But Specular with high IoR works faster as I understand.

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