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nirsul 19-01-2004 11:04 PM

architectural interior
 
1 Attachment(s)
This is a house we are making for a couple of rich borthers in Nazareth - The client wanted to see the main area:

It was rendered in MR : GI and FG

fredriksson 19-01-2004 11:13 PM

Looks pretty cool, I'd not pass up on that house. Small image though, hard to see details. The table cloth looks a bit blown out (light'ish that is). The pottery looks slightly fake, the purple one atleast. Good job.

LSphinx 19-01-2004 11:36 PM

Very NICE!!...
lighting is great!!.. but if you want to make it look more real,... maybe you could lower the brightness a bit.... (you know,.. like in the movies.. ).. over all... :thumbsup:
expecting more!!! :D ;) :beer:

nirsul 19-01-2004 11:48 PM

thanks guys - you said exactly what I know - the light should be dimmed a bit - but it takes so long to render this small image ...


and the map - I think it is too bright becuase of the FG and maybe the diffuse .

Will continue tomorrow.

NIR

Pony 19-01-2004 11:51 PM

Its looking really cool though. What is the render times on it so far ?

nirsul 19-01-2004 11:58 PM

I made a small size but highres , and took ~2 hours - I have a strong PC but it has lots of nurbs geom.

I think the final one would take more than 5-8 hours,

<<<Oversized image removed>>>

RickStefani 20-01-2004 12:32 AM

I really like Slavador Dali. Detail is good. It is hard to see in the small picture. Do you mean to have the images that saturated? Do not laugh but I finally found out my monitor is way out of wack and everthing is to saturated if it looks good on the screen.

Elemenopee 20-01-2004 02:32 AM

wow that looks awsome!

i seriously thought that the pic was your ref at first...well until I looked closer...but i was completly fooled on first glance :)

nirsul 20-01-2004 05:08 PM

1 Attachment(s)
some lighting adjustments and some stuff added (rugs, a table and more) this little render took 41 minutes on a 2.6 Mhz, 1 Gb RAM machine (emulating 2 threads).

NIR

RickStefani 20-01-2004 05:34 PM

Do you mean 2.6 gigahrtz? Carpet does not look pink anymore. MR does take a while. It is better to take a while then to kick you out like mine does.

nirsul 20-01-2004 09:41 PM

Rick Thanks

You can see my PC technical details here:

http://users.actcom.co.il/sysoft/myrig.html

you can see the Maya box in the background...


I used mostly nurbs so I guess it takes a lot to render because of this, ... maybe...


NIR

RickStefani 20-01-2004 09:56 PM

That Maya box is photo shoped in. Haha. Nice system. Mine is close to it but AMD instead.

nirsul 20-01-2004 11:26 PM

Quote:

Originally posted by RickStefani
That Maya box is photo shoped in. Haha.
PhotoShopped ?? :mad: :mad: :mad:

Not at all ! fully paid for - about 2700 US$ (including taxes and shipping from Digital River).

<<<Oversized image removed>>>


Nir

nirsul 20-01-2004 11:28 PM

and now for some serious stuff:


Here is a full render about 4 hours - the truth - it looked better in low res...


<<<Oversized image removed>>>

nir

Pony 20-01-2004 11:47 PM

Looks really nice though, Nirsul. Love the rugs.. did great with them.

about the render times.. are you using something called a dirtmap ? on the MR surfaces. If not I'll reserch whare I seen about it. Its a way to tern down the FG and still have good results. Lower render times. better edge definition. What is your FG set at now if I might ask?
Yeh the rubs might be a little bit of the prob.... I meen for like all the curves in there I think the nurbs is the way to go.. but for like that wall I think it might help the times out a bit if it was just real simple polys..
Sorry if I'm talking alot about it and down know much for sure my self. I'm getting intrested in doing some interiors my self so I'm doing a bit if info finding on them now..

Elemenopee 20-01-2004 11:54 PM

but with a low tesslation on some of the nurbs objects...it actually would probably be faster than polies

nirsul 21-01-2004 12:05 AM

thanks Pony

The amount of walls is not so much to turn them into polys - unless I'd have to use a non homogeneous texture. FG settings are not too high - I already have Maya closed so I do not know exactly what they are.

No , dirty maps here - I think they would make the interior look old and in this case I am not sure it would make the client too happy.

nir


In the low res image the shadow look softer.

RickStefani 21-01-2004 12:20 AM

It looks a lot better. I have a few sudjestions. One is that it still seems saturated. Are the rails suposed to be wood or an orange material? I am not sure what budget you are working with but having chamfers on all the corners would help a lot. I am sure the render times are like they are because of all the lights and pphoton mapping. You should be able to drop the numbers a bit and still keap a good quality. Did you use a bollean on the circular hole on the roof? Looks like ther is some artifacts there

Pony 21-01-2004 02:26 AM

Nirsul, Nods on the nurbs. It probably wouldn't be worth it at this point to go to polys for a bit of lower count.

I'll get it figured out about the tweaks for lowering the time, so I can make a more informed post. (slumping off to the dungeon to twiddle and figure things out.)

nirsul 21-01-2004 08:56 AM

Quote:

Originally posted by RickStefani
One is that it still seems saturated. Are the rails suposed to be wood or an orange material? I am not sure what budget you are working with but having chamfers on all the corners would help a lot. I am sure the render times are like they are because of all the lights and pphoton mapping. You should be able to drop the numbers a bit and still keap a good quality. Did you use a bollean on the circular hole on the roof? Looks like ther is some artifacts there

Rick

hi
The rails are wood - but on my PC they do look like wood.

Witrh budget - do you mean "should I bother improving" the answer I do it for free, Actually - it is a job but the person who I work for as freelance - hasn't paid me for 3 motnhs , so it is free :_(

no boolenas only trims and I should make it smoother or clone it in PShop.



nir

nirsul 21-01-2004 08:57 AM

Quote:

Originally posted by Elemenopee
but with a low tesslation on some of the nurbs objects...it actually would probably be faster than polies

no tesselation was used on this one - it just has lots of nurbs.

nir

strobe7 21-01-2004 05:18 PM

Man, this looks great - such good textures. The railing gives it a cool nautical feel. The only thing that throws off the proportion to me is the center circular rug. The far side just does not seem to be planted on the ground. I think becuase the 2 pottery pieces are on the edge of it, next to the curving wall, the rug loses visual weight.
I am a noob, so no big deal ;)

nirsul 22-01-2004 08:17 PM

1 Attachment(s)
probably last render, this time rendered in Maya Renderer not MR.

strobe7 22-01-2004 08:29 PM

This definitely looks better! The blue urn-shaped vase still looks strange, and probably not really needed, but man, this looks awesome! I really like the built-in shelves, and how they pass through into the other room, cool design.

nirsul 22-01-2004 11:01 PM

thanks

The reason I put 3 christian items in the image is because the client is quite religious and we wanted to give the real ambient.

I did search for a 3D model of jesus but none was free and we do not get paid for this extra rendering - so why pay.

nir

Alan 23-01-2004 10:00 AM

hiya, the scene looks cool (it's almost there but not quite). I've just been told that with final gather you can save out the maps you generate and then bake them into the scene (thus reducing any other renders you want to do). It's just a thought. I mean waiting 4 hours just to check if something looks ok isnt really a good ide now is it? And if you have it baked you should be able to do a flythru or whatever you need to.

Alan

nirsul 23-01-2004 11:13 AM

Quote:

Originally posted by Pure_Morning
hiya, the scene looks cool (it's almost there but not quite)
What do you think is missing ?

I finally rendered with the common renderer and this render took 35 mintues for 640x480 and 1 hour 20 minutes for the 1024 x 768

never tried baking

nir

Alan 23-01-2004 11:30 AM

ok for me there is a lack of sharp specular highlights throught the scene. Surfaces such as those vases would have a fairly well defined white highlight (assuming that they are shiny) do you know what I mean? The whole image to me seems to be a little soft and fuzzy (not blurred). It's hard to explain. Look around a room and yuou will see spec highlights everywhere (especially if it's sunny) I am sitting at my desk now and my keyboard keys have a whte highlight, my desklamp, my coffee cup, my keys, everything. That's what I think is missing and making the scene look soft.

Sorry if this doesnt make any sense ;)

nirsul 23-01-2004 11:40 AM

got it,

The vases - are on purpose as I wanted them to have a CLAY look (before being varnished)

the others - just trying to avoid rendering time, and the not-sharp image may be due to the render size


nir

Alan 23-01-2004 12:36 PM

no I dont mean it's not sharp, I simply mean that it has a fuzzy feel to it, things in real life are harder and sharper looking.

The best example I can give you is the chair arms. That metal part where the sun is illuminating it would have a massive spec hit on it. And it would be reflecting the stuff in the room. why dont you get some reflections going? that would help. Does FG give reflections? if not then I can give you a script to make cubic env maps for your geometry.

Alan

Spyd03 23-01-2004 01:11 PM

Nice work.

strobe7 23-01-2004 02:49 PM

Yeah, I could definitely see more reflections. Also, just a thought: you could create a small narrow table that wraps to the shape of the stairs, about 5' long and 8" deep, and maybe 3.5' high. and then place the two clay vases on it, (you will be able to shrink the urn to its normal proportion this way. with maybe a cool runner, thus framing them visually, taking the busyness form the floor, and emphasizing them for the client - just a thought ;) Don't mean to offend, just inspired and commenting :)

nirsul 23-01-2004 03:26 PM

Quote:

Originally posted by strobe7
Yeah, I could definitely see more reflections. Also, just a thought: you could create a small narrow table that wraps to the shape of the stairs,

I did think about something similar but we want to emphasize more the space design (rather than the furniture)

nir

strobe7 23-01-2004 04:42 PM

oh ok, is this a complete concept piece? Do you have freedom to integrate what you fell necessary?

nirsul 23-01-2004 04:45 PM

basically yes - although my boss is the last ruler .

strobe7 23-01-2004 08:13 PM

Maybe you could create a couple of cubbyholes where the paintings are, about 8" deep in the wall, and large enough for the picture and place one painting in one, and the vases in the other. Would add space, and focus. I am a geek, and just enjoying your layout, cool?

nirsul 23-01-2004 10:58 PM

1 Attachment(s)
Quote:

Originally posted by strobe7
.....couple of cubbyholes .... I am a geek, and just enjoying your layout, cool?

BTW I halted the client version and any mods I do now are on "myownversionfile" - I substituted some materials (see attached image)

1. What are cubbyholes - niches ?
2. We all are geeks...
3. Thanks

nir

Pony 24-01-2004 03:04 AM

Looking good Nir.
ok I found out about dirt maps for you. There not necessarily to make your seen look dirty or old. The dirt map shader is also used to fake occlusion. FG produces a occlusion affect. But with GI or allot of lights like in a seen you have hear. The occlusion is obscured some what leading to not very well defined lines along edges. It also allows you to lower the FG setting father because it takes care of the corners more. Instead of turning it up to get the grain or artifacts out of the corners.

nirsul 24-01-2004 12:14 PM

1 Attachment(s)
thanks PonyGirl

I will look into it - in the meanwhile I post the same scene with some plates added on the table and rendered in MR 3.5 hours this time)

nir

Alan 24-01-2004 12:58 PM

y did you render the entire scene just to get some plates on the table? lol :) y not just comp them in? Anyways the scene is looking better (i can see some highlights now so I am happier although there still isnt enough of them ;)) I think you brick texture could do with being smaller it's jut too big at the moment.

Also the two large painting... what about just having one big one rather than two small ones? I think it might look better. Are they just planes? I would build the picture frames properly cause at the moment they just look flat

:)

Alan


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