Interior visualisations (temporary skybox)

Hello there,

I’ve seen some great architectural visualisations here on forum, so I decided to share some pictures of my current project (with few questions).

Problem 1:
black spots (random, but usually where glossy reflections are). I suppose this is somehow connected with treshold in adaptive sampling in material setting, but maybe some coding guru knows how to prevent it (or - if it’s bug: fix it:).

Problem 2:
What is simplest, quickest method for making decent 360 :spin: degrees enviroment from live photos? Some links maybe?

Problem 3:
I can’t figure how to make fast good looking plants. And it obviously shows on my renders. Could anyone share plants object library, or links/tutorials, pls? :eyebrowlift:

Some info about renders: all pictures are single scene, multiply cameras, everything rendered in Blender internal renderer without any additional applications - I’m not sure if compositing nodes count as postproccesing? :slight_smile:
Also I’m not sure about render times - I left everything for one day and when I got back home renders are ready. It’s surely faster than anything with “unbiased renderer” in title.

Very nicely done.

The thing is: your sea lvl is different in the windows, rather make one BIG background in one of the 2 D programs and put it there. You can also see you BackGround plane edges…for such a good render it s not acceptable.

Also try to add some pictures on the wall, coz right now it looks kinda empty

Good work

read your question about the background only now…like I said you can use any 2D programms for that. You can copy and paste the same pictre…just turn it around when you connect them (if you know what I mean) Then edit it in yr 2D (gimp, inkscape…) and save your Looonng image. Then you can make something like a half a cylinder around your building and put your texture on it (better if you UV map it on). Smooth it Take away specs ans shading and here you go.

Or you can simply put the image as a world Background , but the result may not satisfy you.

Wow! Some really awesome renders there…

As Vova said it looks a bit empty at the moment, maybe add some pictures or ornaments instead of just blank walls.

The black spots you’re getting I’m not sure how to fix nor what is causing the problem… I think the Plumiferos team had black spots like that happening in their renders, and they coded a new “Fix” node. You can download their special version of Blender here.

Keep up the good work!

Thank you both for answering, I’m glad you like it :slight_smile:

I guess I partially solved skybox problem - not really fast and perfect solution but, like Vova has suggested, I’ve connected several photos under Gimp.
This big texture is unwrapped on cylinder-like mesh which is placed behind the windows (as shown on first picture I’ve attached below).

This is almost it - except for some cameras you can see the top edge of sky-cylinder, as shown on second picture (most left window).

So I’ve solved this by setting a tiny alpha blending on the near top edge of sky-cylinder, then I’ve set blender sky texture and colors similar to sky from photo. Result in preview window can be seen on third picture.

Right now I’m working (only few moment a day, unfortunately) with some additional furnitures to make room look more complete.

With plants I’m stuck - probably I will have to convert something from max 3d or modell it by hand (ah, again).

Also I’m still undecided with one thing: is it better to put lowpoly human models in scene or add them later under Gimp/Photoshop. What are your experiences with that matter?

ps. black spots are still there, I’m using SVN version - updated almost everyday.

Black dots issue (blender svn): even more black dots!

I think I’ve discovered what causes black dots: when you set material settings->ray mirror->Depth greater than 2 (default value) there’s a great chance you’ll get black dots on your render. This happens when two ray-mirror materials interefere each other (like glass, shiny metal an mirror in one scene).

Setting “depth” value greater than 2 is useful - sometime it gives better depth to reflections or nices way how the light works in glass objects. I hope someone fix it soon (I’m not to familiar with Blender coding :frowning: ).

And here is “dot attack” picture - all ray mirror depths set to 4.

I guess what I described above is not true in 100%. After setting all materials’ raymirror depth to 1I still have black dots (only a few, but still…). That’s probably my svn version, I can’t figure out propres setiings, and I don’t remember black spots problem in my previous works.

besides the black spots…WOW, that looks realistic, i want that house :wink:
great job, man. keep it up

thank you for comment, eb264:) I aimed for faking global illumination (only sun with soft shadows and 3 helper lamps are present in this scene).

But the real new is that I finally discovered what couses black spots: UV mapping! That’s most unexpected but when I set wood texture to unwrap Orco instead of UV, problem sudenly disappeared. Realy wierd, isn’t it?

I wonder if anyone had have same kind of problems before?
I’ll put some fresh&clean renderings - if you still interested;)

Looks much better now with your new background. Are you sure that UV is the problem with your black dots. Can it be your graphic card? Coz I use UV on most of my renderes and some of them are really complicated , but I have never seen things like that.

When you do a final render of a scene make sure that no one can see your stitches in the backgroound.

Make your plant a bit not that bright and try to add some extra textures to it. The shape looks fine.

And dont forget some pictures :slight_smile:

Love your work, very nice.

Also, work on the white part of your floor (closer to the camera), coz if there wd be no shadow I would think its a hole.

You might want to check out the video for the blenderconference the one for plumifor. They seem to be having issues with blackspots in their renders. They implemented some sort of corrective nodedoodle to fix these. If it is the same thing you might be able to use it to fix the issues.

Hello there, I have optimized my scene, so it goes under 2 minutes per frame on my machine (double core athlon xp). So I decided to make some sort of short animation ("walk through). Here’s result:

I will not make another blind guess about black spots: removing uv mapping helps to get rid of them, but not completely (as you can see in animation, there are still some problems). I think this is some serious bug in svn version of Blender.

Some people asked me what’s light setup for this scene.I’m not lighting expert,so it’s nothing fancy, it just tries to simulate global illumiation (with acceptable speed):

  • sun lamp with energy 2 and soft ray shadows (soft size 1, 4 samples).
  • helper lamp for every window opening: plain lamp with Lin/Quad intensity decay, no shadows, energy about 1
  • ambient occlusion: in this scene very simple - plain/add, 7 samples, max dist 2, falloff 4, adaptive Qmc, really nothing special.

I think it’s important to work with lights with every scene separately, as in fake light setups there is no “magic button” which will work perfectly every time.

Also ambient occlusion with “Sky color” option gives really nice effects (you have to carefuly set up world colors (blend colors for horizon and zenith).

very nice work melon2005, I like it :yes:

I’ve got the same problem with black spots in my rendering. Here’s thelink to the post where I’ve written about it. I don’t understand it either. In the render on the screenshot it seems not too bad, untill you look at the foot. In one render the foot is rendered perfectly, in another it isn’t. In anymation the spots make it impossible to view. Black squares everywhere, appearing, disappearing. I haven’t found any solution for it either. Are there more people having this problem?