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/3/ - 3DCG


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381448 No.381448[DELETED]  [Reply] [Original]

Hey /3/. Tell me how to make this less shit, please.

>> No.381449

>>381448
Your shadows are too harsh. Add some GI to your life.

>> No.381450

>>381449
If possible, let the light bounce off surfaces more. Rather than stopping at the first object it hits it would be more realistic if it bounced off three or four objects.

>> No.381452
File: 968 KB, 1440x810, untitled1.png [View same] [iqdb] [saucenao] [google]
381452

>>381449

Softened the shadows a bit, definitely helps.

>> No.381454

>>381452

Actually might be a little too soft now...

>> No.381462

>>381452
I didn't say soften them, I said add GI to the scene. Not one single part of the scene should necessarily be 100% black except for any diffuse textures that include black. If the rendering engine supports it, GI and more light bounces should help immensely

>> No.381465

Maybe add a small ambient light coming from inside the upstairs rooms?

>> No.381466

>>381462

There are no solid black parts in the scene really. I run into this problem a lot where my scene looks good on my monitor, but then I look at it on another computer and it looks way darker :/ I'll try to add some GI to see if it helps

>>381465

There is some light coming from the upstairs windows. You can see it on the roof and the area around the windows. I'll brighten it a little though!

>> No.381468
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381468

>>381462

Actually, you were right. The shadows were a little harsh, weren't they? Better?

>> No.381488
File: 877 KB, 1440x810, 1379499668081.jpg [View same] [iqdb] [saucenao] [google]
381488

>>381468
It's too dark.

Add some kind of effect to show depth: dof and fog are good effects to do this. I'd rather use fog.

The light in the porch is too weak, make it twice as strong and add some glow.

Make it look like there's light inside the rooms through refraction. The light should look yellowish inside.

The overall tone should be more blueish.

Your picture would benefit from fog, definitely. Also, with the amount of moonlight there should be much more brightness, so I ended up with this, which it's not perfect, but it's more or less what I'm talking about.

>> No.381489

>>381488
no paintovers.

>> No.381491

>>381490
dont do that

>> No.381490

>>381489
Eh, what do you mean?
That was just auto level, white balance and color balance...

>> No.381493

A bit of GI wouldn't hurt.

>> No.381501

>>381468
Yes, it's a lot better.

>> No.381502

>>381468

Need some bumpmapping and texturing. Things look a bit.. Sterile.

The house is the only thing that looks "out of place", so that's where most of the refinements will make a difference.

>> No.381503

>>381502

Same poster here, just specifying.

Add bumpmaps on the shingles or whatever you have on the roof.

Maybe to the bricks as well, but considering how little detail you have on them in this render it might be futile.

I keep thinking that all surfaces that reflect light should be textured unless they're supposed to be polished, which for a house would be very odd. I don't think I've ever seen a wooden house reflect light in that manner, might be why it looks kind of "off". But still, not a bad scene at all, but the devil is in the details.

>> No.381505

You should improve the window light is leaking out from. I assume it's being blocked by blinds, but it seems in this case whatever you're doing to simulate blinds isn't enough.
In any night scene a lot more light leaks through those blinds simply because it's the brightest source of energy.
You ought to try physically modeling the blinds, at least to the extent of overlapping curved planes.
I see what you did was add a solid dirt texture to the ground and plant dead grass over it, but unless you have extremely thick or tall grass, that will never work. Make another ground texture for the grass, and areas with it will blend better with the background.
And at this point, this is just an opinion but I think it would be good to invest in some cobblestone road and floor for the patio furniture.

>> No.381546

>>381503
what's a bumpmmap?

>> No.381550
File: 53 KB, 599x449, squidward face.jpg [View same] [iqdb] [saucenao] [google]
381550

>>381546
> what's a bumpmap?

>> No.381553

>>381550
why would you put bumps on a house that doesn't have acne.

>> No.381558

your problem is that you're using blender internal
i can tell just from the grass, and the shape of the light and shadows in the scene.

i used to be just like you OP. only used BI, but im telling you that the switch can make the difference you're looking for. As long as you're sticking to BI, its not gonna get much better than what you've got there.

>> No.381559

>>381558
lol

>> No.381575

>>381488

I'll definitely work on it. Thanks for taking the time to make a mock-up for me! lol

>>381502

Yeah, I agree on the house being the biggest problem. I'll definitely change things up on it.

>>381505

The blinds are actually modeled, not a texture. Also, what do you mean "add another ground texture for the grass"? Do you mean add a grass texture that goes underneath the particle grass?

>>381558

Yeah, it's BI. I only use BI, though, because this is for an animation and I don't have time to let cycles take 20 minutes a frame for an animation :/

>> No.381576

>>381575
don't just make excuses
take your work seriously like you should and stop trying to find shortcuts

>wahh wahh muh renders take long

>> No.381579 [DELETED] 

borrowing your board for a sec, will delete

>> No.381580

>>381576

Not sure I'm making "excuses" when the difference between rendering out an animation in BI and in Cycles is a couple weeks. It's just an unfortunate fact.

>> No.381582

>>381580
the problem is that you are using blender. Everything would look great at first render in maya

>> No.381585

>>381582

Fair enough, but I have no money for Maya or 3DS Max, sadly. One day soon I will, though!

>> No.381586

>>381582
everything can look shit in any renderer without experience. but carry on trolling.

>> No.381588

>>381582
> Everything would look great at first render in maya

It's not like you need skills or experience to be good it's all in the tools. This guy knows what's up.

>> No.381591
File: 1.80 MB, 1920x1080, update.png [View same] [iqdb] [saucenao] [google]
381591

Ok, so I tried to improve the lighting. I've only been doing 3D stuff for about 5 months, so I still have a long way to go, but I really appreciate the constructive shit you guys have been telling me!

>> No.381637
File: 993 KB, 1440x810, 9m08s.png [View same] [iqdb] [saucenao] [google]
381637

Any blenderfags out there that can help me figure this out?

This was rendered in Cycles and it took almost 10 minutes (600 samples). The next post is the same scene in BI (41 seconds). How can I make the BI version have light like the cycles version (the much softer and universal light)?

>> No.381638
File: 1006 KB, 1440x810, 0m42s.png [View same] [iqdb] [saucenao] [google]
381638

BI version

>> No.381643

>>381637
how do i git wut is gud fo easy fast huh?

Blender Internal renderer produces awesome results, if used correctly. I believe Sintel was done entirely with the internal renderer.

Enable Environment Lighting and Ambient Occlusion in the BI and the results will come close to what Cycles gives, but render times will shoot up.

If you want good lighting with fast renders just stick your face into your palm.

>> No.381644

>>381643

I have environment lighting and AO enabled, but I'm shit with the settings, apparently. Also, pretty sure I didn't say anything along the lines of "HUR DUR HOW DO I FAST GOD RENDERS?"

>> No.381645
File: 555 KB, 1440x810, bedroom.png [View same] [iqdb] [saucenao] [google]
381645

>>381643

Well, I messed around with the AO and environment lighting settings (thanks for telling me what to use to get it less shit) and managed to get it to this. A lot closer to the cycles render (except that weird solid black shadow to the left of the desk, dafuq is up with that). Thanks mate.

>> No.381699

>>381645
There's also the problem at the very base of the light fixtures. Light is leaking through the lamp and onto the ceiling. Now if this were more accurate, the black ring around it would be blocking most of that light.

>> No.382212

Add more Global Illumination, use Linear Workflow and higher ISO on the camera, if needed use invisible plane lights.