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corniflet

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Reply with quote  #1 
Hello,

This is my last render. Of course every comment welcome.
rauracForumPodium.jpg 
Corniflet


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jlo

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Reply with quote  #2 

This space seems like it would be beautiful to live in! 

The only things that stand out imo on the render are the wood on the lower right seems too reflective for my tastes and for whatever reason the white strip on the left window of the outer wall (im assuming) seems out of place or not quite right like it shouldn't be there. i could see extending the gaps on the cabinets on the left to show the seems a bit better may help as well. Overall i really like this and would look forward to moving in.  

corniflet

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Thanks jlo.
I confirm, it is beautifull to live in 😁.
I am agree with you with the wood. I will change the reflexion setting.
The white line outside the left window is actually the exterior wall. I have to change the camera angle a little bit.
I take your idea for the gap on the cabinets. I will publish a new version in a couple of days.
Merci 😊.
Corniflet

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jlo

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since podium doesn't do (specular?) maps, you may want to try just rendering the wood texture itself and superimpose both the shiny and the  wood texture renders together to get a nice wood effect using photoshop masks and adjusting the layer type to something like screen for the wood texture later. i do this at times with carpeting, fabrics or wood to combine both the wanted image on the material and to replicate the material its sitting on together. 
corniflet

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Oh man!

You reach my knowlege limits [crazy]. I choose SU Podium exactly because I'm not a PS pro and Podium is so good, that i do not need PS at all (and don't buy it [biggrin]).
Do you know a tutorial for this "masking" actions? I "only" have Gimp, but I'm sure it does the job!
Thanks you verry much for these tips. I want definitly to try this.

Corniflet


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bigstick

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Reply with quote  #6 
This is an excellent render! Yes the wood is too reflective and the grain is in the wrong direction, but it's still a really great image.

When you update it, may we use if for the Gallery?

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corniflet

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Reply with quote  #7 
And you ask me ? I'd be honored [love].

Strange thing. This is the grain in SU:
Grain.png 
And the result is what you can see, the grain is horizontal and no more vertical. Do you have an idea?
Settings:
Settings1.png 
Settings2.png 


Corni


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bigstick

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If you want tips to improve even further, you need to pay attention to the junction of the double glazed unit with the frame (gaskets [wink]) and raise everything the simply rests on everything else by 1-2mm to emphasise contact shadows.

That includes the skirting (base) boards, they are always 1-2mm above the floor...

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corniflet

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Reply with quote  #9 
Thanks Bigstick. You are of course totally right. I generaly use the very pratical Podium function "Nudge", but for some obscure reason (laziness?) only for decoration things.
This will be add to the TODO-list with the specular-tip of jlo.

Corni

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jlo

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Reply with quote  #10 
Here is a link that shows a bunch of non standard texture types that show realism in different ways that are common in games etc so you can get an understanding of what they are how how they affect realism in their different ways. In this case just go to 5:14 and watch for your case view. 

  
Also, i made a quick tutorial to just convey the concept of combining 2 textures that you can do in your image editor and i tried to keep it in a simple way.
i took an old project that i had laying around. Ignore the colors and generally everything. its ugly but for a reason. its a very specific use case for all the decisions that where made for it that are irrelevant for this instruction. 
basically i want to combine the image of (1) the cubs textures on both carpets and combine them with the textures of just the carpet materials themselves. This (carpet texture) is done in a separate render as shown in image (2). i take both renders into my image editor (photoshop for me), i separate the carpets onto their own unique separate layers (3) i then adjust the contrast of each carpet textures to exaggerate the fiber patterns and make them almost completely black and white (4) and overlay these layers on top of the original cubs image layer using either a mask (more complicated but learn it) or by changing the blend mode of that layer to something like  "multiply" or "color burn" or whatever your editor has. you may have to remove either the white (more likely) or black (less likely) if your editor doesn't support blending modes. i then also adjust the opacity of those overlaid layers as well to get an result i like. the last picture shows them combined (but in a very exaggerated way to show you - it would be much less so if i were presenting this to someone).
Combine Textures.jpg In your case you are (or may) combine just a wood texture render on top of the shiny texture render to bring down the shine in a more realistic way of how lacquered wood is in real life. 

you can also just combine this into 1 texture and put it back into the model itself and render but this effect would be broken if you ever changed the angle and re-rendered since the reflections would be different. This is called "baking textures" in archviz and gaming to take the light/shadow patterns and reflections and combine them back onto the original material texture.   

corniflet

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Reply with quote  #11 
Hello jlo,

Thank you very much for the video and your tuto! I have some questions about the tuto [rolleyes]:
Is picture 2 of your render what you call a "shiny render"? How do you make so a black/white shiny render?

When you say: "... just a wood texture render...", do you mean a render with only floor and walls, without an active sun, so no sun reflect will be visible?

So it could be for me:
  1. Create a shiny render of the whole scene (where the render appear black and white),
  2. Create a render of the wood floor alone, without any sun,
  3. Multiply / mask these 2 renders in PS/Gimp so that the shiny render give the wood material his reflecting light.
  4. Replace in PS/Gimp the wood floor form my final render with the floor I made in steps 1-3.

Sorry to disturb you with my silly questions, but it's very important for me to really check what i do.

Thanks!

Corniflet

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jlo

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Reply with quote  #12 

oh man, i kinda feel like i walked into something here. Let me be clear this tip is really for a more advanced - and minimal and subtle effect and it ultimately means extra work to do this. In hindsight, its also kinda against the theme of what podium does in a way -which is try to keep everything simple and still produce amazing results. This is the apple method and i believe this is why podium is as popular as it is so take my tip with a grain of salt. If you really are such a beginner then maybe put this in your pocket for down the road. knowledge is always power. You already have a great product output results as basically everyone has stated. Big has never offered to post any of my results into the gallery so in a way, your composition and overall effects are already superior.

Having said that, i dont want to leave you hanging so here is my response:
your shiny render is the render you already have -or the new render with the texture oriented properly in exactly the same way as you rendered the current scene. The one that has the light reflections on it (shiny).


simple answers to your questions:
How do you make so a black/white shiny render? - i dont make a black and white shiny render. i use the black and white only to convety the fiber materials of the carpets so the 2nd render only. it doesnt have to be black and white in all cases but since the cubs logo is the primary graphic, i dont want to mess up those colors of that logo. i either make a texture in photoshop or desaturate an existing fiber texture in sketchup in the standard material editor (HSL = hue, SATURATION, light)
specific question:
1. you already have the shiny render so just another render for the materials themselves (read below). you only need to render the area that you want to use for the combo tutorial.
2. for the 2nd texture render -yes
3. just read below [wink]
4. same

Tutorial more specific to wood.
(1) source image - notice the wood floor and reflections on it. we are going to try and replicate this effect.
im re-created this scene into:
(2) this is an initial podium render (default quality) using all components and textures from the podium browser (if you dont have it -get it). Notice on the wood floor here, you can see some depth in the wood. This is from the bump map settings already preconfigured for you in the browser for this specific texture. in hindsight its obvious but clearly there is no direct sunlight into the room - only ambient light is coming in through the windows. i need to rerender. you can see 2 light reflections in image (2) being the main bright direct sunlight and the much more shallow ambient light.
(3) i added a shade to the front of the "building" and changed the sun time and date to july at noon blocking the direct sun which leads into the room (preview quality - notice much less refined reflections). Notice the room is far more grey now that the direct sunlight isnt bouncing the brown floor color onto all other surfaces. This is as close to the source in terms of adding detail and making the light similar to for the sake of this tutorial.

back you your image, i want to make the floor more lacquered and shiny to be like your material. in the podium material window, i change the floor texture: reflection from 15->40 which should automatically move the diffuse slider to 60 and then bump down from 10->0 (dont forget to hit apply). render->
(4) This is as close to -your- image as i am going to try to replicate. For all intents and purposes, this is the same as your current "shiny" render and the base layer of the previous tutorial above. sidenote: Notice that the more floor reflection equals a brighter overall room since more light is getting reflected around.

now i want the wood texture only.
In the podium material editor, i changed the diffuse up to 100% which automatically puts the reflection slider to 0 (hit apply). render. You may also want/need to turn up the podium options- environment tab -exposure slider (brightness) here as well to show the texture better. Since my floor texture is so dark, i turned mine up. (5)Its still pretty dark but its only a tutorial and i can adjust in photoshop. This is my second needed image and off to photoshop where i do the other tutorial.


same as other tutorial.
i bring in my source "shiny" image (4 here) and my texture image (5 here) into my photo editor.
in my texture (not shiny) image i mask the wanted texture (floor) (or delete everything else) and adjust brightness and contrast to something very contrasting (sometimes i make it grey). You may have to adjust the contrast a few times to get it super contrasted result (6). In mine, since the floor is so prominent, im going to do this twice on 2 separate layers. the first layer will be more general in coverage and not as strong in intensity. the second will leave only the very darkest parts of the wood floor and be very strong in the results.

i can then overlay it on top of my shiny base layer and blend with a mask or blend mode option to get a satisfactory result (7).

i cant keep doing these big tutorials btw... hope u understand. youtube is your friend...
CombineTut.jpg 


jlo

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Reply with quote  #13 
attaching the image file so maybe you can download and see it in higher quality. 

Attached Images
jpeg CombineTut.jpg (2.33 MB, 26 views)

jlo

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Reply with quote  #14 
in hindsight, i need to be more clear on this part as its an important distinction:
How do you make so a black/white shiny render? ultimately, im not keeping both the black and white of the results. im only going to use the -black- portion to add  as the material fabric shadows in the first tutorial. The white will be deleted/masked away. in the second tutorial i kept the masks in color as you can see in the soft layer but as the contrast went very black and white - you really are only left with the dark mostly black parts for the hard overlay. The white portion of graphic 6 doesnt really exist in the graphic - its transparent (alpha channel) but i made it white to show this image. Watch a clip on masks if you dont understand this topic.   
corniflet

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Reply with quote  #15 
jlo, fantastic! Thank you so much for your help. The technique is now crystal clear [smile]. And your demo a magnificent proof of concept!

Podium is the right tool for me. This doesn't mean I don't have to learn some interesting PP techniques. I'v seen a lot of tutorials on youtube, but you give me/us more informations and, most important thing, in the context of rendering.
  • About my render: this render is only the result of all the comments you, bigstick and the others gave me. I have to thank you all to spends your time explain us (newbies) a bit more in details the secrets of rendering and PP.
My end goal is not to spend hours in Gimp, but if I somtime can improve my renders, why not?

Of course, I have no more questions. I will now practice.

Have a nice weekend.

Corniflet

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