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Old August 7th, 2003   #1 (permalink)
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Hi,

I started this project long ago. With few interaptions for scale modeling had the chance to finish it. But still feel like WIP. All the design is provided by the client , as well as furniture samples. The software is Cinema4D. I want to improve the images as much as I can and get to the quality of work this forum shows. Any comments will be appreciated. Thank you in advance.

http://www.cgarchitect.com/forum/fil...=Kitchen_1.jpg

http://www.cgarchitect.com/forum/fil...milyRoom_1.jpg

http://www.cgarchitect.com/forum/fil...ningRoom_1.jpg
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Old August 7th, 2003   #2 (permalink)
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Hey this looks really good. What kind of lighting are you using? i love the pattern you used on the counter tops. Keep up the good work!
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Old August 7th, 2003   #3 (permalink)
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welcome (both of you)

I noticed that the files are saved to the cgarch website. If you want to show them in your post, once you've uploaded the files, simply hit the "image" button under the instant UBB code (next to the gremlins) and paste the link in there, that way, the pics will show up....like this:
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Old August 7th, 2003   #4 (permalink)
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One thing I did notice though, is that none of the furntiture is emmiting shadows. Do you have your radiosity turned on?

what are you using?
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Old August 7th, 2003   #5 (permalink)
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you have spent so much time modeling the furniture, cupboards, ect... that the texture mapped fire place bother me. the stome texture on the chimney part is odd also.
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Old August 7th, 2003   #6 (permalink)
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Thanks for the posting tip. I will try with the third image.
About the shadows.. this is my first project in C4D and GI and have a lot to learn.
I started a topic in March and got a lot of helpful feedbacks in this forum.
Here are the settings for the radiosity and the third image:





i hope it works...
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Old August 7th, 2003   #7 (permalink)
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for much faster rendering, no need for a prepass size of 1/1, try 1/3.
turn the min res down to somewhere near 50, and diffuse depth is way too high, too much incidental lighting, and it shows. turn down to 2 or even 1, render times will dramatically fall too.

also, no need to save gi solution unless you animating.
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Old August 8th, 2003   #8 (permalink)
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Stephen,
With lower DD I get to much splochiness all over the walls and ceilings. I modeled this in ArchiCAD. For the exterior walls I asigned simple material named WALL , exported to C4D through OBJ and deleted the objects with this material and thas reducing the number of poligons. But I noticed that some of the walls with the interior materials still extend a little out, were ArchiCAD did the clean wall intersection by default. I still use sky object and Sun for the exterior light with Luminance at 300% brightness for the sky and the Sun at 280%.
I was getting highlighted spots in the corners as the light was penetrating through this walls that were sticking out.
I save the solution because the client sometimes request some minor changes and this saves me time to recalculate. Do you think that I am loosing shadows because of the high DD?
For the kitchen I put ambient light beneath each light fixture with fall off, but still the ceiling looked too dark and I had to add one ambient just for it.
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Old August 8th, 2003   #9 (permalink)
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you are loosing shadow defention because of the high DD value.

a DD of 3 is fine, as long as you've made accommodation for it with your general scene lighting, which you haven't.

In your scene the lighting looks a tad over exposed and self illuminating. this is due to over light bouncing.

i suggest you use a DD of 1 and put in a couple of really low emitting fill lights to lessen the lighting contrast.

Also, DD as absolutely NOTHING to do with the splotchyness. that can be over come by increasing the stoch samples and the accuracy and the max samples. it's a case of playing with them to get the best balance.
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Old August 8th, 2003   #10 (permalink)
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Hi vgalov ,

I noticed you can see exactly the positions of your omnis in the window encasements
you can clearly see this in you living room shot by observing the omni hot spots on the edges
of the windows.

Increase your 'start point' of the Near attentuation parameter for each light and this will go away, could also be the start point of your Far attenuation , this you need to play with.

Nice work too..

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