mia_exposure_photographic
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Hi guys, im really desperate first question does the attached image look realistic?, secondly how do i get raid of the circular spots?, im using mia_exposure_photographic lens with physical sun and shy plus a point light with a photon emition of 800.
Guys i really need to get this done cos im waaaay pass the submission time:help: |
You need to up the number of final gather rays in the render globals.
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thanks man but u didn't answer the first question. Is this image realistic?
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It looks too perfect to me. There are no scratches on the chrome, and the mirror doesn't seem to be reflecting anything. Also, it's not a great composition, as I can't figure out if we're looking through glass into the room, we're in a shower, etc. It's close, but not quite there yet in my eyes. It's the small stuff that makes things look realistic. They also take 99% of the time. Are you using ambient occlusion? It might help a bit to darken the corners of the room.
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Nice idae mate, I think we are in the shower ND or the other side of it. I think its too perfect as well, looks too shiny etc etc. There seems to be a patch of tiles missing under the shelf? Interiors are hard man.....keep going.
cheers bullet |
Hi by increasing the number of final gather ray did you mean the final gather tracing in the render setting?
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He means increase the Final Gathering accuracy. If you have to increase it too much and it's killing your render times, you could decrease it and set the Filter to 1 as a start to get rid of the speckles.
The scale seems off, I think its the toilet, it looks huge in comparison to everything else. There are some things going on that's stopping it from being realistic and it mostly concerns the shaders: 1. The metal/mirror as ND said. I don't know what its reflecting, too many mysterious white spots and others have razor sharp reflections. The shelf shader is a bit ambiguous, is it plastic, is it wood, I don't know. 2. The glass is very clear, almost surreal. Do you have it set to be 100% transparent? 3. Are the shaders gamma corrected? |
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