HOME | DD

iKPACH โ€” The Display by-nc-nd

Published: 2011-04-17 15:07:41 +0000 UTC; Views: 1551; Favourites: 41; Downloads: 50
Redirect to original
Description This is based entirely off of 's amazing photograph "Adjoining Room" (found here: [link] ).

This project kind of had two meanings for me. The first was that I wanted to see how far the blender internal renderer could go, and the second was to challenge myself to replicate a photo (although if you looked, those metal panels aren't in the reference).

Anyway, I'd love to get some criticism and harsh feedback if I could, so please, point out even the smallest flaws.

Programs: Blender (modeling and rendering), Photoshop (tones and lighting edits).
Time: Worked all yesterday for around 6 hours.

And once again I'd just like to thank ssilence for granting me the permission to use his reference

Edit: Forgot, there's a floor texture in there from CGTextures.com
Related content
Comments: 23

Neon206 [2011-07-16 05:30:38 +0000 UTC]

I like it
Excellent light

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to Neon206 [2011-07-16 05:59:29 +0000 UTC]

Thank you

๐Ÿ‘: 0 โฉ: 0

aroche [2011-05-04 03:41:23 +0000 UTC]

This is awesome

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to aroche [2011-05-04 20:56:54 +0000 UTC]

Thanks

๐Ÿ‘: 0 โฉ: 0

gdpr-12065578 [2011-04-19 13:13:13 +0000 UTC]

ohhh WOW never thought this could come out of Blender's internal.....
Maybe you could explain how you setup the scene (or even write a little tut about it) would be great for learning about getting realistic results with the internal.
*lol* still locking at it almost speechless

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to gdpr-12065578 [2011-04-23 02:20:40 +0000 UTC]

Sure, I'll try and sum it up with what I remember in a few bullet points (I don't have a website to post this, and I figure others might want to know to, so I'll just post it right here ).

- To start off, I spent a good 5-10 minutes looking at the picture trying to get a feel for what I needed to include, how I would go about it and what was outside of the view of the camera that would effect the image.
- From there I placed the basic shape of what I wanted the room to look like (based on the photo) and began adding the larger details that were essential for the lighting (which, for some weird reason I did before the bulk of the modeling and texturing).
- Then I added some area lamps from various angles outside of the window (which actually has no glass panels) and enabled environment lighting (sky color), ambient occlusion (I think on add 1.00) and indirect lighting (approximate).

NOTE: I fiddled with the lighting quite a bit throughout the project.

- After that I went into Photoshop and created a simple texture for the picture-things and applied these to the shapes (each of which is covered by a glass pane (I had issues with some rendering glitches here, so the materials are different on the left and right hand sides).
- From there I just kept applying materials to the different objects (relying VERY heavily on mirrors rather than the spec setting. I think only the frame and the paper of the posters uses specularity).
- After this I just made some random shape in a different layer and threw it in the box for good measure.

NOTE: for the final render I amped the passes on all of the mirror materials and lighting settings (keeping the metal one low because I thought it looked cool) and finished.

Photoshop portion:

- At this point the render actually looked fairly crappy: no color, no bloom and fairly boring lighting, so I did a LOT in this part.
- At first I just painted in some more dramatic lighting and applied the slight bloom on the window.
- Then I added color with a gradient layer on Color Burn (I think) and lowered the transparency.
- The box originally was almost pitch black on this side because I couldn't get the lighting to look natural, so I very carefully selected the box and upped the lightness until I was satisfied and that was it

I'll add some pictures of the settings so you can get a feel for what the actual settings were.

Sorry for the incredibly long post and if I had any type-os

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to iKPACH [2011-04-23 02:48:02 +0000 UTC]

mistake: it was AO, Gather: Raytrace, samples: 30, no environment lighting.

Pics (the one with specularity is the floor material, the one without is the metal material):

Scene: [link]
Floor Material: [link]
Metal Material: [link]
World Settings: [link]
Wireframe 1: [link]
Wireframe 2: [link]

If there's anything else, feel free to ask

๐Ÿ‘: 0 โฉ: 1

gdpr-12065578 In reply to iKPACH [2011-04-24 10:06:11 +0000 UTC]

Great, a big "Thank you" for the tutorial

๐Ÿ‘: 0 โฉ: 0

Dungeoneer [2011-04-19 11:56:38 +0000 UTC]

EXCELLENT work; esp with the restricted tool set!

I think it's coherent, thus sort-of "perfect", in terms of its own, specific, high-quality, level of detail.

Maybe it would be rewarding playing with a (ยตm)-heightfield to "knock" some ripples into the floor texture. But just very minute ones; the overall (RL-) style is very clean and sort-of "plain".Some, also tiny, bumps or clouds for the metal of the hand rails would maybe be worthing a try.

Btw - Blender 2.49 or 2.5.x ?

Reason I ask is it would be a nice scene for some RSL shaders, so the Blender 2.49 RiB export feature would be handy for fine-tuning this. (I don't know about the state of Blender 2.5..x Renderman plugin plans)

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to Dungeoneer [2011-04-23 01:42:36 +0000 UTC]

Honestly, I don't know much about the technicalities of all of this, so I'm kind of just going to guess on what you're saying

Anyhow, yes, I agree that there should be some sort of variation to the floor texture (since it is essentially flat), but what is a heightfield? Is it part of the texturing or is it actually part of the geometry itself?

Blender 2.5.6 (or 2.5.5, I don't care that much about which one I'm using )
And I searched RSL shaders but found nothing of use. So... what is an RSL shader?

Anyway, thanks for the feedback.

๐Ÿ‘: 0 โฉ: 1

Dungeoneer In reply to iKPACH [2011-04-23 10:16:02 +0000 UTC]

RSL = "RenderMan Shading Language". It's one (there are plenty) standard for render input used e.g. be PRMan from PIXAR, 3Deligt, aqsis, pixie an others.

RiB = "RenderMan Interface Bytestream" - the geometry and "job" input format for dto. Ascii, thus sort-of "human-readable", but most frequently used for exports from 3rd party modeling tools.

For the meaning of "heightfield" (aka "heightmap") pls consult wikipedia.

About the "ripples" - it'd be advible to implement this in a

- "Surface"
- or a "Displacement"

Shader, thus by the "texture" not the by object geometry.

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to Dungeoneer [2011-04-23 14:36:48 +0000 UTC]

Alright, cool. I'll look into it.

Thanks

๐Ÿ‘: 0 โฉ: 0

Chuvymust [2011-04-19 03:45:55 +0000 UTC]

Simple, Future, Simple

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to Chuvymust [2011-04-23 01:42:44 +0000 UTC]

๐Ÿ‘: 0 โฉ: 0

UnamedKing [2011-04-18 19:37:55 +0000 UTC]

Just curios what are those two circles at the top? Lights?
The walls are so very smooth looking

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to UnamedKing [2011-04-18 21:45:21 +0000 UTC]

Lights, yeah. And I guess I didn't even notice how smooth the walls were until now... I was so focused on everything else
Thanks for pointing that out.

๐Ÿ‘: 0 โฉ: 0

VickyM72 [2011-04-18 05:33:22 +0000 UTC]

Amazing!

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to VickyM72 [2011-04-18 05:35:16 +0000 UTC]

Thank you

๐Ÿ‘: 0 โฉ: 0

ZombieJamboree [2011-04-18 00:52:49 +0000 UTC]

Very nice. I actually created a 3d model off of that exact same photo for one of my modeling classes in college. I was using Maya at the time and wasn't fully pleased with the results so I scrapped it. Seeing this great render makes me want to try in in Blender now.

The only thing I see wrong with the render is the complete lack of color, it's as if it's a black and white photograph or something. Some subtle blues would really help liven it up a bit. It's almost too sterile without some color.

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to ZombieJamboree [2011-04-18 05:18:54 +0000 UTC]

Yeah, Blender's fun once you get the hang of it.

I see what you mean by the lack of color, and I wholeheartedly agree with you. I uploaded a new version with some more vibrant blues, if that was what you were talking about. Anyhow, much thanks for the feedback

๐Ÿ‘: 0 โฉ: 0

Zeldabeast031 [2011-04-17 15:59:54 +0000 UTC]

k..this is amazing. i thought it was a photograph. The lighting and reflections are extreamly well done

๐Ÿ‘: 0 โฉ: 1

iKPACH In reply to Zeldabeast031 [2011-04-17 16:01:54 +0000 UTC]

Thanks dude

๐Ÿ‘: 0 โฉ: 1

Zeldabeast031 In reply to iKPACH [2011-04-17 16:02:56 +0000 UTC]

no problem

๐Ÿ‘: 0 โฉ: 0