What is wrong with this interior render?

Hello reader!

First time poster. I’m doing an interior render and I just can’t put the finger on what is wrong/missing in my shots. I believe it has much to do with the lighting (maybe textures as well).

These are some settings and objects i’m using:

  • cycles
  • sun lamp (mostly used a high value of 50 or 100 but I have noticed that this does not help with dark areas, so a value of 1-5 works just as well it seems.
  • I’m not using any glass window panes
  • filmic encoder

Does the light not spread evenly? If so do you know a way to fix this?

For the textures I’m using normal/bump and roughness/glossiness on all wood materials and some others. I think they look fine in testing environment.
Using portals had a minuscule effect (barely noticeable)

side note: the main model is imported from revit (fbx) and when I’ve imported foreign objects like the bed, the vases and curtains they were extremely large (kilometers wide). Not sure, but maybe the scale of the model is contributing to lighting inaccuracies? It does however state my objects are correct sizes….

Any help and critique is much appreciated! Thanks!

seeing as I can only upload one image I’ll link two more: https://imgur.com/a/qjtWVlJ

1 Like

The first one looks pretty good. It’s too low res to see any details, so it’s hard to point out small things, other than the chair in the foreground being shaded flat. Other than that it looks all right to me.
The other render has some problems, the first one being really bad bumpmapping on the wood. It’s all pixilated and looks more like a stylized material, than a realistic one. The wood on the wall looks very bad as well, due to low reolution and compression artifacts. Another thing is the lack of beveled corners. All your corners are noticeably too sharp for this image resolution.
And your rocks/stones have some sharp edges and low res textures as well.

Do you think that using a higher resolution texture would change the “feel” of the scene? I know that the light wood texture is extremely small (about 20kb), so I’m going to have a look at other textures.

It is true that I barely beveled any corners. Also the armchair is low poly and maybe also shaded flat instead of smooth.

Thank you for the critique! :slight_smile:

definitely think about the shot’s composition.
I’ll be releasing a tutorial on this topic this week so I’ll send you a link when it’s out.

Also the shaders seem like all diffuse, You miss some glossy reflections here for sure.
Are you using Principled BSDF shader?
It’s a real speedup and helps to easily differentiate your shaders using just one node.

Keep going and you’ll get there.

Jarek D (DJ)

Hi!
Yes im using the principled BSDF and either glossy or roughness as well as bump or normal in most materials. But some of them i’ve just gotten från google images and made the bump and glossiness maps myself. so it could be that.

Nice, I’ll check out your tutorial for sure!

thanks!

good textures are surely an important factor.
Have you tried this site: https://cc0textures.com/
lots of good textures with all the PBR maps incuded
and on a public domain licence so no copyright worries…

An the tutorial is already out, you can check it here :

Jarek D(DJ)