I didn’t render for long because I just wanted to get an idea of how it might look. I’m having trouble with the bed cover texture (I don’t know how it’s getting the pink colour) and it doesn’t seem like it’s going to look much better than Blender’s render.
Is there any way I can get it to look more realistic and remove the pink?
There’s a number of things, biggest bang for your buck at this point is grunge, nothing is perfectly clean. The other thing that isn’t sitting great with me is there’s a lot of light in the room with no clear indication of where it;s coming from. The table wouldn’t be off the wall like that unless it was against the wall (that we are presumably behind). If the light were coming from the window, there would be atmospheric hues (blue for example) in the diffuse light. The light now feels very un-natural for a real room (even tho I realize it’s traced with Lux, the color and intensity would be the problems).
1.) Grunch
2.) Scene organization (table position doesn’t feel right)
3.) Examine light sources.
4.) The little things (all the little things add up, electrical outlets? maybe a ring or brush on the table?.. i.e. make it look lived in).
Someone can better assist you with textures, but in regard to lighting, where is your light coming from? It looks like your ceiling is a light. Your light should either come from a window or a lamp, depending on time of day. Why is there no ceiling?
@Quandtum I’ll work on changing the lighting to look like it’s coming from a window. This is actually based on a real room that a friend of mine has. It is organized the way it is in the image, so I wanted to keep it that way, but I doubt she will mind if I move the table. Thanks a lot for your suggestions.
@niverik2k I had a light from the front of the scene and from the top. The front one is slightly blue and the top is slightly yellow. I didn’t put the ceiling on yet because it gets in my way while modeling.
The table to the right of the photo, (I believe it’s supposed to be a dark wood, correct?) could use a wooden texture to help bring out detail on it.
When trying to achieve photorealism, it helps just to look around the room, and examine how light interacts with the objects around the room. One thing I want mention specifically is how shadows help to let the viewer know where the light is coming from, especially when the light source is not in the picture.
For example, the pictures above the bed should have visible shadows extending toward the floor since there appears to be a light directly above (or is that a specular reflection?). Instead, However, the shadows seem to be cast directly on the wall as if a light was in front of them.
It appears to me that your lighting is placed near the middle or the ceiling of the room, because almost all of the objects shadows are directly on the wall behind them. This wouldn’t happen in a real room because light will come in from a certain direction, whether it be a window, lamp, etc. Also, adding multiple light sources help a scene a lot in my opinion.
I may be wrong, but I think the pink color is coming from the default texture settings. Under the texture panel, near the bottom, there’s a place to set a second color for the texture, and by default it’s that same pink-purple color.
@BlenderRender32 Thank you very much for the link! I have been looking around for information like that, but I haven’t come up with too much yet. I will also work on more accurate shadows. Your post was helpful.
@GregHx I checked that out, but even after changing the color, the pink still showed up. Perhaps I missed something since there is more than one texture on the bed cover.
In regards to a ceiling, you can put a ceiling in, and turn off visibility while working, but still have it in the renderer. You should delete both of your lights, and take you table lamp, and put a lightbulb in it, then turn that bulb on. Your modeling looks good, but the type of lighting you have does not appear in a normal room. Light from the front should only be a last resort. If you want light from above. If you want it day time, model a window and shine light through it. It does not have to be pretty if it is in frame. You don’t need ambient light if you are using luxrender or cycles.
Sounds good. I will put the window in (I had a different idea before, which is why I hadn’t put in the window) and make the light shine from there. Do you think it would look strange to have light from both the lamp and the window?
I had environmental lighting on in my first render. I took it off and made light shine through the window, but now I’m having a hard time keeping it from looking like sunrise. How can I get it to look more like noon?
When it comes to the LuxRender version, make sure to just place light sources where you would want them in reality. Also model the ceiling as it will reflect part of the light. You could create multiple light groups so you could get a better idea of how different light sources contribute to the image, and you could play with the balance that way.
At this stage it is hard to see, but it looks like quite a few of your objects are using the Matte material. Using glossy and playing with its settings should help a lot, for example to get reflections on the floor. And you might want to tone down the magenta on the bed cover; make sure none of the R, G and B values of the colour is above 0,85.
When I try to increase the samples on the rectangular area lamp, so that the window pane shadows are blurred a little, it makes the blue light become dotted (like on the trunk at the end of the bed).