Daylight Bedroom

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Maximus
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Daylight Bedroom

Post by Maximus » 20 Jan 2013, 22:27

Hi guys, this is last project I did.

Image

here is a clay

http://img845.imageshack.us/img845/1311/mclay.jpg

floor, fabric and floreal details on wall are all displacement, 300k fur.
Unified, render times 1 hour and 40 mins.

Hope you like it.
Soft and Mental as usual
cheers, Max

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Rork
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Re: Daylight Bedroom

Post by Rork » 21 Jan 2013, 09:26

niiice! :ymparty:

love the fur on the bed. Basic hair, or some ICE related setup?

Like the clay one as well, it's almost a showroom piece ;)
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Zybrand
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Re: Daylight Bedroom

Post by Zybrand » 21 Jan 2013, 09:40

Wow beautiful lighting Maximus! :-bd

I also have some fur questions. Is it using Softimage fur? And is in rendered with the hair shader?

Love the bed lamp, you should do a night render as well. :)

Letterbox
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Re: Daylight Bedroom

Post by Letterbox » 21 Jan 2013, 11:19

Max, some tips for the future on making the image more realistic.

1) The glass is not the right kind of glass, "google clear glass lamp shades", you'll see lamp glass is clear, not the same glass as used in beverage glass. If you have Maxwell you can use it's settings in MR, they have more and correct glass values for all types inc. ior's etc. eg. Borosilicate.

2) The glass is not beveled at the vertical cut, all glass is, otherwise you'd cut your self all the time. By not having the bevel at the top and bottom of the vertical cut, it also loses the horizontal highlights on the bevel which make it look real, again see "google clear glass lamp shades" to see this in action.

3) Note that glass shown in those google images is not that thick, the reason being you need this type glass to dissipate the heat quickly, thick glass will accumulate heat, so thinner and clear is the standard for many reasons.

4) The bevel looks like it might also be true on the end and the larger join of the metal stand.

5) Again even on plastics bevels happen, it's just part of the design and manufacturing process of injection molding.

6) Hard to tell but the shadow on the top of the black of the stand looks ok, but it looks (could just be dark texture) like it has a shadow on the left.

7) Hardback books don’t use 100gsm bonded paper, generally that’s reserved for low volume print-on-demand paperbacks. So you'd need to texture the length and ends of the books to make it look realistic as a hardback.

8) The floor, the right to left wood gaps, don’t match left to right, if you look at the wood in front of the side table, you can see this, that aside, it also it has some strange texture pattern or AA going on where the wood gaps would be expected.

9) The side table, the shadow at the front indicates, the light is to the left and slightly behind (10/10.30 o'clock) position. From the shadow (near the bed) it indicates the light is at the (9/8.30 o'clock) position, creating the optical illusion that the front of the side table is not sitting flush on the floor.

These items are not intended as a list of complains, rather intended to make you a better artist, and a list of the small details you need to be aware of in every job so;

a) you can charge more.
b) that you can satisfy even the demanding client(s).
c) your portfolio gets better.
d) that Architectural Digest readers wouldn't know if it was real.

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Maximus
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Re: Daylight Bedroom

Post by Maximus » 21 Jan 2013, 12:12

Thanks for comments guys!

@Rork and Zybrand, yes the fur is Softimage built in Hair system, its pretty powerful and easy to setup, I just used brush here and there to achieve some look i liked, then used a fur texture map transered to the hair color from the geometry emitter. the hair shader has this texture on diffuse tip and root, thats it. Its the basic setup you can even find on F1 help regarding "Transfer Map" on hair.

@Letterbox

Thank you for your comments!

Regarding the glass and the lamp, model is provided by manufacturer, real lamp i've seen it had that kind of glass with the bluish/greenish coloured. Even tho i know what you talking about, its just not the case with that particular design they made.

About the shadow, i didnt quite notice that, if you check the clay render there is a strong light source coming from the left and the shadows are well marked in one direction.
Books suck I agree, thanks for the tip :)

Now the floor was somewhat a challenge because i've saw so many real photo references of studio setup the company took for shooting the products.
since the light emitter from left is strong and the material has a reflectivity where the light strikes stronger the "effect" of the displacement goes away, checking the clay render without materials can see that in the darker areas the pattern is just fine. In the shaded image it goes away due to the light coming from the left.

Regarding the table not sitting on the floor, In real life no object sits 100% on the ground making the usual "no-gap" cg look. I've done it on purpose it adds more realism to the image in my opinion, in all the real pictures and reference i had it was the same thing, for example if you check the books their contact in real life would be with more "gap" and u can see they are quite fake :)

Thanks a lot for your comments

cheers, Max

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mattmos
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Re: Daylight Bedroom

Post by mattmos » 21 Jan 2013, 12:35

Its a beautiful render. If I saw this in a magazine I probably wouldn't guess it was cg. That said the only part that bothers me is the lamp base - just too perfect? Maybe needs a small bevel as letterbox said, along with the very bottom edge of the lightbulb/vertical cylinder.

I love the reflection on the floor in the shadow areas. Great materials.

Chris_TC
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Re: Daylight Bedroom

Post by Chris_TC » 22 Jan 2013, 00:21

Very impressive, looks awesome!

Zafar Iqbal
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Re: Daylight Bedroom

Post by Zafar Iqbal » 22 Jan 2013, 01:30

Superb work, Maximus. Well done :-bd
- Zafar Iqbal

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Diurno
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Re: Daylight Bedroom

Post by Diurno » 10 Feb 2013, 23:33

Wonderful rendering, that's impressive, can I ask you you lighting setup? It's Indirect Illumination + Final Gathering or what?

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Maximus
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Re: Daylight Bedroom

Post by Maximus » 10 Feb 2013, 23:56

Diurno wrote:Wonderful rendering, that's impressive, can I ask you you lighting setup? It's Indirect Illumination + Final Gathering or what?
Thank you :)

I personally never use GI, i only use Final Gathering.
This scene is lit with environment HDRI and 2 portal lights, one on the left which is the main light and another on the right of the bed which has a slightly orange tint.
Thats it, FG settings are Rays 150, points 40, presample density 0.5, 2 bounces (not really needed that much).

Kzin
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Re: Daylight Bedroom

Post by Kzin » 13 Feb 2013, 14:21

looks great.
i agree with some aa issues, perhaps the elliptical filter could help to reduce it on the wood.

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SquirrelSa
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Re: Daylight Bedroom

Post by SquirrelSa » 18 Feb 2013, 15:09

Great render - only issues are the bump on the side table . . . Anti-Aliasing could be better, but hey, really well done overall, and it's nice to see a Mental ray render.
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Diurno
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Re: Daylight Bedroom

Post by Diurno » 20 Feb 2013, 02:35

the texture like the wood and the fabrics are procedural or image?

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Maximus
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Re: Daylight Bedroom

Post by Maximus » 20 Feb 2013, 03:22

Diurno wrote:the texture like the wood and the fabrics are procedural or image?
they are both textures

Bullit
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Re: Daylight Bedroom

Post by Bullit » 20 Feb 2013, 22:11

How did you modeled the intricate bas relief in the wall, Displacement?

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Maximus
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Re: Daylight Bedroom

Post by Maximus » 20 Feb 2013, 23:01

Bullit wrote:How did you modeled the intricate bas relief in the wall, Displacement?
Yeah the squared ones above the bed are displacement map, just a black and white image made with a brush in illustrator. the vertical ones are just a profile curve > lofted.