Bedroom

(julioras) #1

Hello everyone! I want to share my latest 3D design developed for my portfolio.

High definition: https://www.behance.net/gallery/33496723/Bedroom

Blender 2.73
Cycles Render
Samples: 2000
Render time: 25 minutes

Portfólio http://juliocezarpires.tumblr.com

Comments and suggestions are welcome.
Reference: Bauhaus - Villa
bauhaus.com.vn/en/project/detail/?category_id=230&project_id=373#






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(julioras) #2






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(maraCZ) #3

Well, this is pretty awesome! 5* from me!

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(harleynut97) #4

I can appreciate how much work went into this… great work with lots of details. The last render in post #1 is probably my favorite. The only minor critique I have is the wood wall in the second render of post #1 seems too reflective to me, but definitely a really nice job.

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(BATMOOSE) #5

That’s some VERY good work, really realistic.

I was wondering, how did you do the lighting? Because I’m trying to make an interior scene and I get noise even at 5000 samples…

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(Peter18) #6

This is some brilliant work. I too would like to see your lighting setup if possible

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(Love 3D) #7

Soooooo awesome cycles is no1 thanx Brecht and thank you.

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(nearleyg) #8

Great work!

I would say that your darks are far too dark (especially for something being lit through a large window)and the image is very sharp because of it, it detracts a little from the realism. It might be an issue to do with having a non linear workflow. You should try and make sure your textures are all at linear gamma instead of sRGB which they will be by default. Take a look at the great documentaion on linear workflow from the renderman site here : http://renderman.pixar.com/view/LinearWorkflow

I’ve done a bit of a de-noise and some other postprocessing to make an image which I would perceive to be more realistic, I hope you don’t mind its just a suggestion.
Before:
[ATTACH=CONFIG]421852[/ATTACH]
After:


I think perhaps my image is a bit too soft, but you get the idea about the darks.

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(ToshiCG) #9

The final image quality and the render speed is worthy of admiration!

I would be interested in some details too :slight_smile:

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(Oyster) #10

although the dark corner has been aproved, but the details of mat/shoe/pillow are all blurred

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(nearleyg) #11

agreed, this should be better:


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(enenra) #12

I believe that’s not the case. Blender automatically linearizes 8/16 bit images (.png, .jpeg) and takes 32 bit as they some. Colour picker should also be linearized by default.

Or am I wrong?

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(sadaj72) #13

i like original render:)

I dont like linear approach for interiors, cycles by default gives rather low dynamic range and lots of underexposed or overexposed areas.

Of course rendering should be radiometrically linear, but linear or nonlinear output is just artistic choice.

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(SunBurn) #14

Great job once again! One of the few quality Archviz made with cycles.

I’m studying your technique from you previous post, but I have a couple of questions:

  1. First of all where are you rendering CPU or GPU ?

  2. What we see in your folio is the final resolution? (I’m trying to estimate how much time is needed for a “Print quality render” that is quite often a clients demand).

  3. In you previous post you were using a technique that included AO, low clamp values and no secondary bounces, and you improve the low range / contrast image with exposure / gamma / white balance tweeks ?
    But isn’t this like working with just Direct light and Ambient occlusion, aren’t you killing too much of the GI in order to reduce noise (and improve render times) that comes naturally with cycles.
    Of course you can still spot some noise specially in white / light areas but it’s tore-able at least for my taste.

Although the results are remarkable I don’t quite understand the technique. If you feel like sharing a couple of tips please post here or pm :wink:

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(C.G) #15

This is very impressive!
It looks great, but I feel that the clothes in wardrobe are not on par with rest of the scene.

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(julioras) #16

@maraCZ Thanks :slight_smile:

@harleynut97 Thanks for your comment

@BATMOOSE Thanks for your comment,I am sharing this information

@peter18 Thanks for your comment,I am sharing this information

@Love 3D Thanks

@nearleyg Thanks for your comment,but I still prefer my version… Even if it is not correct I think she sell better the product

Thanks for your comment

  1. First of all where are you rendering CPU or GPU ?

R: I’m using GPU

  1. What we see in your folio is the final resolution? (I’m trying to estimate how much time is needed for a “Print quality render” that is quite often a clients demand).

R: The final resolution it is 1177 x 955,

  1. In you previous post you were using a technique that included AO, low clamp values and no secondary bounces, and you improve the low range / contrast image with exposure / gamma / white balance tweeks ?
    But isn’t this like working with just Direct light and Ambient occlusion, aren’t you killing too much of the GI in order to reduce noise (and improve render times) that comes naturally with cycles.
    Of course you can still spot some noise specially in white / light areas but it’s tore-able at least for my taste.

R: this project I used the same techniques,I will share the information

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(julioras) #17






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(julioras) #18


that’s it :slight_smile:

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(bnzs) #19

Can you say on what gpu you render and at one GPU or you have it several?

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(nearleyg) #20

You’re completely right, I was mistaken and talking out my arse -.- .

http://blender.stackexchange.com/questions/15154/how-to-put-a-linear-workflow-in-practice-with-cyclesI would still say the image is too contrasty, but it’s my opinion only.

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