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more photorealistic
Posted: Sun Mar 29, 2009 12:56 am
by ahmadun
Dear all,
What should I do to make this scene more realistic (like a photograph)?
Texturing? Better lighting?

Posted: Sun Mar 29, 2009 1:09 am
by Kram1032
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...
more photo realistic
Posted: Sun Mar 29, 2009 1:21 am
by ahmadun
Hmm...
What about texturing?
Is it needed?
Posted: Sun Mar 29, 2009 1:54 am
by carbon
correct scale of objects at first.. looks like doll house
Posted: Sun Mar 29, 2009 3:30 am
by Borgleader
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.
Posted: Sun Mar 29, 2009 4:07 am
by Pibuz
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!!
Posted: Sun Mar 29, 2009 12:41 pm
by neo0.
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.

Posted: Sun Mar 29, 2009 7:12 pm
by SATtva_
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.
Posted: Mon Mar 30, 2009 1:39 pm
by neo0.
Odd.. It shouldn't be doing that. How many places is the sun comming through? How big are they?
Posted: Tue Mar 31, 2009 1:50 am
by PureSpider
Do you even understand what SATtva_ wrote?

Posted: Tue Mar 31, 2009 8:35 am
by Borgleader
PureSpider wrote:Do you even understand what SATtva_ wrote?

Either he doesnt or he didnt bother reading it.
more photorealistic
Posted: Wed Apr 01, 2009 12:42 am
by ahmadun
i've added some textures.
for floor, wood, wall.
that's much better
and we can see nothing in the mirror
and the drawer still looks very "cubic"
Physical sky + sun
Metropolis=true
Hybrid=true
Bidirectional=false
Posted: Wed Apr 01, 2009 12:58 am
by SATtva_
ahmadun, did you raised IOR of the mirror material?
Posted: Wed Apr 01, 2009 1:41 am
by Kram1032
the textures improved it alot

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...)
Posted: Wed Apr 01, 2009 1:59 am
by SATtva_
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.