Hi, im doing Arch-Viz in blender for 2-3 years. All this time i didnt manage to solve problem with losing edges/contrast objects made in same material/color. Edges of walls, places where furniture connects with walls, walls connect with ceiling, door frames connects with walls.
To be honest I dont know even where to search solution right now. I thinked about “hacks” where i would do micro gaps, to create black outline. But i cant do it everywhere.
Im not sure if this is right place to ask about it, cause im not sure if problem is with lighting, render settings or materials. Please move this topic accordingly if needed.
Sorry for not ideal english and big Thank You for any help
For floorboards, which for me are very simplified (office spaces), I create them as as lines along the walls and extrude them upwards. A solidify and bevel creates the floorboard itself, just making sure the normal is pointing in the adequate direction. To raise the floorboard I simply create a geometry node on it that does nothing more than raise it by about one millimeter, and then only in rendered mode to avoid weirdness when revising.
For wooden floors, since I use simple shapes for them, I make sure to create a “shadow gap” which in addition to create shade in the color, also lowers the specular. All the way to 0 if there are visible black “gaps” between the boards.
I may use ambient occlusion node to reduce specular for dielectric specular, or multiply with the base color for a metal.
Obviously I’ll use bevels or chamfers on objects with contact surfaces. Yes, normally we’re told to do it to better catch highlights, revealing the shape. But the difference in shade itself (if there are no highlights to catch) also matters.
When creating the object, such as the door here, I’d keep the shadow gap in mind when starting so that I can easily create it later if needed with an actual gap or material tricks.
And, what’s with the lighting? It looks super flat with some weirdness going on above the black door in the rear. What’s the material settings? Looks far too white to feel natural to me, but maybe it’s just the exposure.
Hello! I ran into a similar problem with some of my renders and what someone on here suggested to me (and what the user above had mentioned) is ambient occlusion. Here is a tutorial on how to do it.
Your project is looking good thus far. Keep up the good work!
Ambient occlusion is partially solving my problems. Door frames and some other elements are looking much better. There is distinct line between ceiling and walls.
Still got problem with walls in kitchen, I think AO will not solve this. Im losing perspective cause of all of this white color blending and not having distinct line dividing surfaces.
Anserwing question about materials and lighting, im using fairly simple setup for everything. Lighting consisting HDRI with 0 saturation and sun for some extra effect. That weirdness above black door is just point lamp with IES, im still missing some glow from those tube lamps, to make it feel more realistic.
Edit:
I did managed to retain a bit of this line, my walls material had not enough specular and a bit high roughness but im feeling like it’s still not enough
Yeah I have never been able to make sense of the Blender sharpen filter. My work typically involves rendering in 4k 16 bit mode with denoiser, apply unsharp filter in Krita (or whatever you use) using a preset for 4k input, possibly run a G’MIC to do local tone adaption (tone mapping), scale it down 50% using Lancoz3 (think that’s the one that retains some sharpness), then apply unsharp again with default settings. I get to keep a lot of details the denoiser tend to remove doing manual supersampling this way, and I do want to limit the amount of halo’ing so sharpness is done quite subtly. I don’t want the image to look obviously sharpened, I only want it to look sharp. Hmm, hard to explain.
I agree, nothing beats super-sampling.
And for these cases, Corona seems to be only engine, where such technique isn’t required (excluding Indigo, which does super-sampling under-the-hood).