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JoeyBlendhead — Industrial Scene WIP

#house #industrial #inside #interior #living #modern #room #wip #lounge
Published: 2015-03-21 17:19:48 +0000 UTC; Views: 326; Favourites: 4; Downloads: 0
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Description And ALL SUGGESTIONS ON CAMERA PLACEMENT IS WELCOMED, but please know that I just threw the camera in with little thought, and it will change, one way or the other


Cycles
Blender 2.73
Alpha 3D
Related content
Comments: 56

JoeyBlendhead In reply to ??? [2015-03-23 01:39:41 +0000 UTC]

It's a picture... And yes, cycles...

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Terrance8d [2015-03-22 23:40:41 +0000 UTC]

Oooh, I like the aspect ratio that you chose for the camera. But what is that orange thing in the top-left corner? The scale of the room still feels way off. Can you tell me the Z scale of the room and the couch?

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JoeyBlendhead In reply to Terrance8d [2015-03-23 01:39:13 +0000 UTC]

The room is 20' tall, and the couch is 3' tall, and 6' long It sucks It needs deleted

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Terrance8d In reply to JoeyBlendhead [2015-03-23 01:39:54 +0000 UTC]

20 feet. Wow. I can only imagine the heating bills.

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JoeyBlendhead In reply to Terrance8d [2015-03-23 02:37:12 +0000 UTC]

Haha! Industrial scenes have to be tall... It was once an industry

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Terrance8d In reply to JoeyBlendhead [2015-03-23 02:38:48 +0000 UTC]

Ah. Okay.

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JoeyBlendhead In reply to Terrance8d [2015-03-23 10:34:04 +0000 UTC]

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duhmfounded [2015-03-22 01:18:10 +0000 UTC]

The wall and floor looks great!
Stair material doesn't look that realistic.
Looks to me like the couch's surface is perfectly flat, so maybe put an indent/wrinkles?
Lastly, if I were you I'd try some DoF shots.
Looking great!

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JoeyBlendhead In reply to duhmfounded [2015-03-22 02:00:14 +0000 UTC]

Haha! I'll do DOF shots last... Um, the couch has some large wrinkles on them... So it's not wrinkles... It's just plain Ugly The stairs.... Oh boy.... I can't remember what node setup I used for them was... But I thought it looked nice :/ Hmm, one more comment against it, and I'll change it... No one else has said anything, so could it possibly be your screen?

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duhmfounded In reply to JoeyBlendhead [2015-03-23 19:58:40 +0000 UTC]

Oh really? I'm on my laptop and it can have some crappy colors.
So probably yeah.

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JoeyBlendhead In reply to duhmfounded [2015-03-23 22:56:53 +0000 UTC]

Haha! Well, it don't matter now Deleted! Already started on a different one

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ZauberParacelsus [2015-03-21 19:56:52 +0000 UTC]

If you want, I can do the full render for you.  I have a 3.5ghz quad-core CPU (Phenom II), and my GPU is a GTX 650 Ti Boost.

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JoeyBlendhead In reply to ZauberParacelsus [2015-03-22 01:57:27 +0000 UTC]

Haha! Thank you so much for the offer However, I don't feel it's right to drop my projects off on someone else, for them to Render... I'll render overnight until I raise for my new computer

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ZauberParacelsus In reply to JoeyBlendhead [2015-03-22 18:32:19 +0000 UTC]

You know, you might try the Adaptive Sampling patch by Lukas Stockner (one of blender's devs).  What it does is it causes the render to detect when the remaining noise in a tile has crossed below a set threshold, and then will stop rendering that tile and move on to the next one.  It's great because it allows the render process to spend less time on areas that don't need a whole lot of render time.  It also has a setting called "Adaptive Distribution" that causes it to detect which areas in the tile have more noise, and then redistribute the samples to target the higher-noise areas.  Quite often, when I do final renders with this patch, I'll set it to 95% confidence and then put the samples at something like 4096.

You can find the patch at the link below, though you'll likely need to compile it in order to use it:

developer.blender.org/D808

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AbdouBouam In reply to ZauberParacelsus [2015-03-23 11:34:15 +0000 UTC]

very interresting

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JoeyBlendhead In reply to ZauberParacelsus [2015-03-22 23:22:57 +0000 UTC]

Wow! This is an addon I actually wanted to recommend to the Blender Developers, but IT ALREADY EXISTS! Wow! Thank you sooooo much

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ZauberParacelsus In reply to JoeyBlendhead [2015-03-23 21:38:01 +0000 UTC]

Aye, yw

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JoeyBlendhead In reply to ZauberParacelsus [2015-03-23 22:55:43 +0000 UTC]

Um... Hod do I download/use it?

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ZauberParacelsus In reply to JoeyBlendhead [2015-03-23 23:01:54 +0000 UTC]

It's a patch, you'll need to download blender's source code, apply the patch, and compile it.

I think there's a link to a patched build in the thread on the BlenderArtists forum, though I don't know where it is: blenderartists.org/forum/showt…

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JoeyBlendhead In reply to ZauberParacelsus [2015-03-23 23:11:24 +0000 UTC]

Compile it? What's compiling? (I have no knowledge WHATSOEVER when it comes to coding)

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ZauberParacelsus In reply to JoeyBlendhead [2015-03-24 00:18:06 +0000 UTC]

I'd search through that thread, then.  Compiling is the process whereby a program's human-readable source code is translated to machine code.

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JoeyBlendhead In reply to ZauberParacelsus [2015-03-24 02:31:12 +0000 UTC]

Oh my...

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Legnifralhea19 [2015-03-21 18:31:53 +0000 UTC]

Your work is so outstanding, it makes me speechless, this looks like you took a photograph.
The lighting is realistic, as always, and the texturing is spot on!
I also love the wall texturing and modeling!!!!
and last but certainly not least, I like the little area of black, which looks like a great place for a picture!
As far as suggestions, The Stairs looks like it has a book shelve attached, I think you should add some random books, and trophies or whatever comes to mind
As for the couch, I must agree, I do not think it fits that area well, though the model does not suck; it looks real. But it throws the scene off a little.
Superb work Joey, I look intently forward to what you produce next!

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JoeyBlendhead In reply to Legnifralhea19 [2015-03-21 19:32:54 +0000 UTC]

Wow! Thanks! The couch is as good as gone... The bookshelf under the stairs will be fill, and soon And I planned on placing a pronghorn head, or something on that wall Thanks again!

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Terrance8d [2015-03-21 17:45:25 +0000 UTC]

That couch makes it seem like a huge room. It's throwing the scale way off, you might want to change it.

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JoeyBlendhead In reply to Terrance8d [2015-03-21 18:25:13 +0000 UTC]

I'm deleteing it, and changing it for the one in my last scene... Maybe I'll make a new one soon

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Terrance8d In reply to JoeyBlendhead [2015-03-21 18:27:49 +0000 UTC]

BTW, how many light bounces are you rendering with?

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JoeyBlendhead In reply to Terrance8d [2015-03-21 19:33:09 +0000 UTC]

idk... default....

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Terrance8d In reply to JoeyBlendhead [2015-03-21 22:52:39 +0000 UTC]

Probably too high then. In the Render settings panel, there's something that says "Light Paths". Turn the max/min bounces down from 8 to something like 6. Try not to go below 4 though.

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JoeyBlendhead In reply to Terrance8d [2015-03-22 01:52:43 +0000 UTC]

I don't like messing with that because it messes with the color too much

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Terrance8d In reply to JoeyBlendhead [2015-03-22 02:40:35 +0000 UTC]

I made a comparison here: sta.sh/01jmy4mfb0j8 As you can see, there's almost no difference between 6 bounces and 12 bounces. Curved objects with refractive shaders suffer some darkening, but you don't have any glass monkeys sitting around. The difference in time might seem small, but in a large scene, it'll really cut back render times.

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JoeyBlendhead In reply to Terrance8d [2015-03-22 04:46:09 +0000 UTC]

That's fine and dandy... HOWEVER, my lighting goes through glass windows, which means my lighting will be darker... But I do thank you

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Terrance8d In reply to JoeyBlendhead [2015-03-22 18:21:18 +0000 UTC]

The effect is only really noticeable on things like Suzanne. You can also used Branched Path Tracing.

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JoeyBlendhead In reply to Terrance8d [2015-03-22 21:43:09 +0000 UTC]

I don't want to take a chance... Besides... I think I'm trashing this project :/

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Terrance8d In reply to JoeyBlendhead [2015-03-22 21:56:37 +0000 UTC]

Oh. Why?

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JoeyBlendhead In reply to Terrance8d [2015-03-22 23:09:45 +0000 UTC]

It just don't look right.. The scale is all off, and the topology has a few ngons... I wouldn't buy it :/

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Terrance8d In reply to JoeyBlendhead [2015-03-22 23:35:56 +0000 UTC]

While it is good to have mostly (if not all) quads, that's not the only thing that defines topology. You could have a sphere with the default options (32x16), and the topology would be bad. Turn all the triangles into quads, and the topology is still bad. All of those rings meet at the top, causing a huge vertex pole. It smooths horribly. It causes shading artifacts and pinching. Having a mesh with 100% quads doesn't matter if they meet and create 6+ edge poles. If the edge flow is terrible, having quads doesn't matter. People also seem to hate triangles too. Triangle actually smooth out fine. They're only bad if you need unobstructed edge flow, or if they're being deformed. A triangle in nature is the most rigid shape that there is. Think about it. It is physically impossible to change the shape of a triangle. If you had triangles in an animated human face, that would be very bad. If you had triangles in a static model of a lamp, would anyone care? It's the same for n-gons. They're only bad if you have them in an animated shape or if you need unobstructed edge flow. If someone is going to buy the couch, they won't buy it if it has awesome topology. They'll buy it because it looks good. Do you think someone is going to buy the couch so they can examine the topology? No. They'll buy it because it fits in the scene. Don't give up on the scene because the couches topology is wrong.

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JoeyBlendhead In reply to Terrance8d [2015-03-23 01:46:08 +0000 UTC]

The couch's topology is fine... It's the wall's topology. And If I ever we're to buy a model, and it had bad topology... I would immediately ask for a refund, and/or leave a bad review. If I'm making something to sell, I'm gonna make it as beautiful in edit mode, as it is in a render.

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Terrance8d In reply to JoeyBlendhead [2015-03-23 01:52:35 +0000 UTC]

Ah. Personally, if I were going to buy a model, I'd consider 2 things: Does it look good? Does it match my scene? Then I'd buy it. I can understand wanting to have good topology though. Even though mine is still pretty bad.

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JoeyBlendhead In reply to Terrance8d [2015-03-23 02:36:39 +0000 UTC]

Haha! XD I've had a lot of "beautiful" models denied because of topology on Blend Swap :/

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Terrance8d In reply to JoeyBlendhead [2015-03-23 02:39:57 +0000 UTC]

 

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JoeyBlendhead In reply to Terrance8d [2015-03-23 10:33:05 +0000 UTC]

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anstabo [2015-03-21 17:26:45 +0000 UTC]

Jeez, stop using cycle as your default render engine, or learn to use it correctly because that's not okay to have a test render that takes you more than 30 mins to perform. You would get exactly the same results using the blender render.

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JoeyBlendhead In reply to anstabo [2015-03-21 18:24:35 +0000 UTC]

The heck if I would... BI is gonna be DELETED soon from Blender because IT SUCKS!!! And I use Cycles correctly... My laptop is just really Slooooooooow!

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Terrance8d In reply to anstabo [2015-03-21 17:44:21 +0000 UTC]

I think he's using a laptop with a 1.7 GHZ processor. It's normal for it to be slow. Believe me, I had a computer like that.

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anstabo In reply to Terrance8d [2015-03-21 17:50:10 +0000 UTC]

Reasons more to go for blender internal then.... (for test render, he can still opt for a long and laborious render engine for his final image)

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Terrance8d In reply to anstabo [2015-03-21 18:00:38 +0000 UTC]

Haha, BI is (contrary to popular belief) really slow. HDRs suck the life out of the thing. sta.sh/0m98epa8zvt That took a couple of hours to render in BI. And it doesn't even look good. BI really can't handle reflections, refractions, or HDRs. It can still be faster than cycles in most scenarios, but realism really kills it's speed.

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anstabo In reply to Terrance8d [2015-03-21 18:05:16 +0000 UTC]

That's why i said TEST render.

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Terrance8d In reply to anstabo [2015-03-21 18:08:28 +0000 UTC]

Whoops.  

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Schneckenhausmann In reply to anstabo [2015-03-21 17:59:31 +0000 UTC]

But blender internal isn't usable to produce realistic indoor scenarios. If you want photorealistic images you have to use cycles. With blender internal you would have to fake a lot of things.

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