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Realistic problems
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I am working on this indoor scene and I could really use some help. Here are my issues…

# Indoor Lighting: Kind of dark and would love to get rays of light with a little dust in them

# Materials: Wood floor is good however the fabric for couch needs work

# Plant: I know It has to be re-done but I may just get one off of turbo squid (I still need to learn advanced modeling)

# Beams on roof: They look like plastic instead of wood.

These are just the beginning. I am using mental ray as my renderer as well as sunlight for my lighting source. Most of my materials are mental ray as well. Any help would greatly be appreciated.



Design is intelligence made visible..
http://www.nh-designs.com

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Post the Global Illumination settings Nick!
The Final Gather point’s interpolation is not the right one (is too big, giving that washed up look to the rendered image), you need desperately
an ambient occlusion (it is easy to get it using Arch&Deisgn materials),
also you need different camera lens settings for a kind of realistic result.
That’s just the beginning. :)

Edit:Which version of Max is that?

ivan



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Ivan,

Here are some screenshots of my final gather settings as well as my Global Illumination. If you want a copy of the scene to take a look at on your own send me an email at volcom8704(at)yahoo.com



Design is intelligence made visible..
http://www.nh-designs.com

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Oh and I’m using Max 2010

Author: Nick Harvey

Replied: 15 May 2010 06:57 AM  
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I see, it is not the FG interpolation, it is the GI multiplier.
Turn it down to 1 and increase the average photons per light value.
If you don’t want to specify Maximum Sampling radius value,
MR will take 1/20 of the overall diameter of the scene; sometimes that works
but is never the best solution, you must find the right value through the trial and errors method. (Take the 1/20 value as a start point and go downwards).
You need to find the right balance between the Maximum photons per sample and the sample radius, having enough photons in the scene to get a smooth GI solution. Final Gather will do the rest. (When GI is active FG bounces are not computed, don’t rely on them.)
Try Sky Portals in case you haven’t done it yet. Use Arch&Design materials and activate the Ambient Occlusion option. 

ivan



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Nick Harvey 14 May 2010 03:35 PM

# Indoor Lighting: Kind of dark and would love to get rays of light with a little dust in them

You want a volumetric effect on your light, then.  Using mental ray, you’ll need to learn a little about the Parti-Volume Shader.  You can read up a little on it here at The Area using the search function, or look under Help->Additional Help in Max.

# Materials: Wood floor is good however the fabric for couch needs work

Check out http://www.mrmaterials.com and look through their database of user-made materials free for download.  Find one you like, and use it as a base to customize your own.

# Plant: I know It has to be re-done but I may just get one off of turbo squid (I still need to learn advanced modeling)

There are many other places to download free 3D models.  Search the internet for “3D Max plants” and see what comes up.  Remember to bookmark the good ones, and start a list of sites to search next time you need something.

# Beams on roof: They look like plastic instead of wood.

Lighting will help, and adding an AO (ambient occlusion) pass would help set them out too.  But see what Ivan’s advice does for your rendering before tweaking the materials too much.



3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
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Ivan,

I have been using Design and Arch materials so I turned on ambient occlusion on most of my materials. I also switched to a 35mm camera lens as well as altered the G.I to 1 and increased the Max number of photons per sample to 2000 and changed the Maximum Sampling radius value to 1/2”. Attached are my results. I will also attach what I am ultimately trying to achieve so you guys can get a general idea of the look im going for. Thank you guys for all of your help and I will try any suggestions given. Cheers



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To brighten up the image, you’ll need to adjust your Exposure Control.  It’s likely still at the default 15.0?  That is mainly for outdoor daylight, so I’d suggest dropping it down to 13.0 or so.  Also, I’d say 1/2” for the photon size is a bit small.  The photons won’t be overlapping, which is what you ultimately want.  Interior like this, I’d use 3” - 6”. 

Your posted FG settings were to Draft, which is fine for test renders, but for a final I’d recommend Low.  Adding Skyportals in your windows will help push some more light in, and give a nice glow to the nearby ceiling and walls.

The shadows from your Daylight look extremely soft, have you changed the settings from default?  They should probably be a little sharper, like you see in the example image you posted.

I’ve found enabling the Ambient Occlusion in A&D materials can slow down the render quite a bit, especially when it’s on all materials.  Consider running AO as a separate pass and compositing in Photoshop or something, if you can.  It gives a lot more control, and the ability to adjust different areas of the scene independently.

Coming along well, though.



3DS Max Design 2011 64-bit - Advantage Pack
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See what Chris’s advice does for your rendering, :)
but keep in mind that the reference image is shot with 50mm lens or a kind of camera correction is used. To achieve that natural view you will need the camera correction modifier in max.
Anyway that’s the next stage; first get an acceptable GI solution and play with the exposure control; that can help a lot.

ivan



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Here is another rendering after the suggestions was given..

1. Adjusted camera to 50mm
2. changed the exposure to 13
3. Daylight portals on all windows
4. Changed the shadow values

Things are coming along nicely however I’m still missing something. I also will be working on transferring this to a tutorial so other newbs like my self can learn. Thanks again for all of your help. As far as this project goes anything else I should give a go?



Design is intelligence made visible..
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What are the other settings on your exposure control? I know I’ve said this loads of times on various threads but I think the defaults really aren’t helpful. Try highlights=1.0, midtones=1.0, shadows=0.0 and you’ll probably find you get an awful lot more contrast (as you would in real life). I don’t like the whitepoint correction either; if you set it to 100 it’ll go away.

Then save your image as an HDR file (unclamped, when it asks). You’ll need to make sure the frame buffer is set to 32-bit for this, in the Renderer tab of the Render Setup window. Once you’ve got your HDR file, open it in Photoshop, set the image mode to 16 bit then play with the curves tool to get it looking right.

Also, you might want to make sure the shadow mode is set to “segments” (also in the Renderer tab of the Render Setup window), particularly if you’re using physically correct glass, otherwise the shadows of the glass may well be the wrong colour.

You could also see how the scene looks if you disable GI and just use Final Gather for illumination, with the diffuse bounces set to at least 2 or 3. In a scene like this with relatively big windows, it often works pretty well and saves you the hassle of adding the sky portals. If you’re doing this, disable the filtering within the final gather settings (it’ll be filtering out a lot of useful light), and increase the interpolation to remove any unevenness in the lighting. For the last large render I did (4000 pixels or so), I used the “low” preset with the interpolation set to about 250, which worked pretty well.

Author: Rich Wilson

Replied: 18 May 2010 07:09 AM  
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One more thing… if you find the daylight looking rather harsh, stick a big dome over the top of the model and give it a transparent mid-grey Arch & Design material with translucency on (weight=1.0), IOR=1.0, reflectivity=0.0, and “thin walled” mode selected under the advanced options, then play with the transparency to adjust between a clear sky and an overcast sky.

Author: Rich Wilson

Replied: 18 May 2010 07:17 AM  
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I ran a few different renders and changed to the settings Rich recommended and the scene has improved significantly however the couch still looks like something out of a Secondlife game. I have no idea what to do. I’m attaching yet another screenshot, thanks again everyone for all of your help.



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It looks like there is something behind the camera with a strong green color, causing the light to bleed back on the couch.  Maybe an object that doesn’t have a material assigned?

Sorry, I’m not familiar with Half-life, but I’m assuming that was what you were referring to.



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I think he did mean 2nd Life - completely different game to Half Life. The mesh construction for 2nd Life is a bit odd (to put it mildly) and may lead to objects having a certain “feel” to them - some “property” in their construction which distinguishes them from the models in other games / game engines (or indeed in Max).
I don’t play 2nd Life so that is pure speculation - Nick would have to confirm (or refute) that speculation ;)

Author: Steve_Curley

Replied: 21 May 2010 09:04 AM  
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Never played second life just know of its existence. I think my problem with the couch is the material and the cusions I modelled (I will have to redo them) anyone have a good method for creating a good cloth like material? I would like to get a light beige look

Author: Nick Harvey

Replied: 22 May 2010 11:06 AM  
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