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exhibitions

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Reply with quote  #1 
Hi everyone,

New here, fairly new to Podium, I've used V-Ray and some of the free rendering software in the past, but I'm really enjoying the intuitive interface, materials and quick render times in Podium!

I wanted to share my latest renders, a set up from work, just to play with settings. There are a few things I need to work on, the black metal texture on the door to the right needs improving, and I'm having trouble with the thick glass top on the desk, in reality, it is a solid pane of 1/2" glass that is frosted on the bottom, as you can see I'm getting some splotches, particularly on the left-hand side which is closer to a large LEM I placed for fill light. Any other constructive criticism is welcome! 

The top image is after some basic pp (just levels and color balancing) and the bottom is straight out of the engine. Settings are visible in the screenshot below.

rendertest_frontdesk_final1_pp.jpg  rendertest_frontdesk_final1.jpg 
Screen Shot 2017-07-07 at 11.04.51 AM.png

ravenclawdesign

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Reply with quote  #2 
hi,

not a bad attempt.
in my opinion, not sure if the sun angle or time of day suits the space. I'd try a more midday time frame...should give better natural light into the space.


Natstar

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Reply with quote  #3 
Hi,

My first observation is your using an exterior preset for an interior space, this needs to change. Also you have Caustics ticked on, you never need this on!

Plus do not use the QMC preset unless its your final render, use default or high presets first.

I would try to render with out using any LEM fill lighting, using the interior bright preset should be fine for this render. Play around with your time of day and do some test renders to see how it looks with just natural day light.

regards,
Nat

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exhibitions

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Reply with quote  #4 
Hi Raven and Nat,

Thanks for the feedback, I will definitely do another run through at some point with this one. I've been busy working on a couple of other projects since this. But to your points, I will definitely try a different time of day, I was interested in getting the light raking across the back wall to add some dynamism to the scene, but you are right, the quality of the light is not quite right.
I did start with the default but I was getting some artifacts near the floor and in the ceiling corners. Next time I will try the high preset instead. And I did originally try without the LEM, but without the fill too much detail was lost. But Nat I think you are right, interior bright would be better for this scene I think and probably solve that problem.

Thanks again, it is much appreciated. I'll post up some renders when I get a chance to go back to this one.
bigstick

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Reply with quote  #5 
Try using the HDR presets from here.
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exhibitions

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Reply with quote  #6 
Hi Everyone,

OK so, I went back into this and made a few quick renders. Some changes I made:

1. Removed the LEM fill -not sure how I feel about it, I think I might prefer it with it on, I feel like I have to really push the exposure without it and its on the verge of burning the highlights. What do you think?
2. Changed the black metal texture on the doors and added some detail since it is so close to the camera, a marginal improvement IMO, it still needs some work.
3. Added the painting, but I don't think it is right for this shot
4. Ran with the HDR presets (thanks Bigstick I had actually already downloaded them after reading your recommendations on another thread)
5. made a few other minor tweaks, endlessly tweaking

Here is one at more midday:
front_desk_0804_edit4.jpg 
And one from the original scene, an early afternoon winter sun:
front_desk_0804_edit3.jpg 

As always the more CC the better.

T

bigstick

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Reply with quote  #7 
This is a decent render, but I have some more observations:

1. That door is a galvanised steel texture. You don't find this material used in this situation.

2. The shelf material is unclear. It looks most like it has an opaque interlayer, or an opaque paint finish to the underside. This is unusual, but is probably about right. 

If it is supposed to be translucent glass with a interlayer, the material settings don't look right. You can have a reflective surface on top, but you need to check the translucency box.

It's not a sand-blasted or acid-etched finish because it is reflective. If that's what you want, you need to use a texture, use translucency, and remove the reflection on top.

3. That door on the left looks like it has a stainless steel finish. Is it supposed to be glass? If so, see the notes above.

4. What is the kick plate at the bottom of the desk made of? It looks like a kind of melamine finish. If that's right, then it's fine.


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ravenclawdesign

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Reply with quote  #8 
hi,

the lighting is much better...good job.

subtle changes relating to materials as mentioned by bigstick.

i think to add a bit of realism...furniture wouldnt always butt directly up against the wall no unless its intended. perhaps a shadowline between furniture and brickwall.

the pedastal infront of reception counter...needs something. i dont think it would be clear of anything in its natural setting. 

scale of door handle, seems a bit overscaled for the door.

lastly, .. try adjusting the camera height a bit lower...+/- 1600 - 1700 above floor level giving a more realistic height and angle.
exhibitions

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Reply with quote  #9 
Hi Guys,

Thanks so much for the feedback, I'm running an adjusted render right now and will post the result when it finishes up.

To address a couple of points, Bigstick:

1. Yeah - ahem that is definitely a galvanized texture...not my poor attempt to create the actual surface of the door [wink] 
in any event I have made another effort and you will see it soon!

2. The shelf is a solid 3/4" thick slab with bevelled edges all around. The unusual effect comes from the fact that the underside is etched. I have tried re-working it as well...we will see.

3. The door is, in fact, translucent glass, I do think that it reads a bit like stainless steel because of the stainless fittings (handle, hinge and security hardware housings) I have tried rendering it with a texture (a kind of snow texture that I believe I either found on the forums here or at sketchucation) but I wasn't happy with the result, I actually prefer it now compared to how it was.

4. the kickplate is satin finish painted wood. Compared to photos of the real thing, I think it is a pretty good representation in the render.

Raven,

I have taken your suggestions and bumped the furniture out about 1mm from the brick wall. I also added some books to the pedestal (which in reality is often empty, but I agree it looks strange in this context).
The door handle is correct in scale, I guess that was the style when they did the original build out in the early 2000's so I will leave it, even if it does look a bit strange.

I agree with the camera height, it is about 300 above eye level, this is left over from the original render and I haven't moved it just to make it easier to compare from one to the next. Since this is just for experimentation and not presentation I probably will keep it as is.


Thanks so much for taking the time to comment, I appreciate it very much.


exhibitions

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Reply with quote  #10 
Just a quick update, managed to sneak in a render between other things today. Here it is:

front_desk_render_0808_PP.jpg 
I think I addressed most points in the post above, still tweaking, the black metal on the door is getting there, the scene itself is slowly improving, but I'm still experimenting a bit with the materials.

Let me know what you think.

bigstick

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Reply with quote  #11 
It looks like you have refraction configured on the glass shelf. If so, turn it off. Otherwise it's improving, this is a really useful and interesting exercise. It's developing nicely [smile]
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exhibitions

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Reply with quote  #12 
Ah yes Bigstick, you are correct, I am learning more and more with each pass, about when to apply certain properties, when not to, the different presets etc. Thank you all very much, especially Bigstick!

Here is the latest pass just some very minimal post with the levels:
front_desk_render_0809_PP.jpg 
As always let me know where you could see improvement!

Thanks
bigstick

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Reply with quote  #13 
Getting better and better! The shelf looks much better [smile]

Try elevating the desk, books, vase etc by 1-2mm to simulate the subtle contact shadows caused by edge rounding.

Have you tried using the Roundcorner plugin on the desk? Pretty much essential for things like worktops. You get a much nicer, more subtle light along the edges then.

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Natstar

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Reply with quote  #14 
This is much better, great progress.

I would take on board "Bigsticks" last suggestions.

regards,
Nat

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exhibitions

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Reply with quote  #15 
Sorry for the delay, it has been a busy couple of weeks for me on my paying job [eek]
Back to this render, I had actually already taken this advice and applied it, the edges on the desk and pedestal have been rounded and all the items on the horizontal plane are 1mm off their surfaces (I wonder if this should be bumped up to 2mm?)

One thing that is really bothering me are the light switch, thermostat and card reader behind the desk on the left. They don't appear to be sitting on the surface there. Any tips? Any other observations?

Again, thanks for all the input, it is greatly appreciated
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