You can draw a plan of the room on paper (top view), take a photo of it, and then open it in Blender (top view) and start modeling by following the drawing.
If you’re using a denoiser already, it ain’t working. Start with Blender’s denoising feature first. I think it’s pretty good.
Regarding the picture note we’re in the first tab, called Render Properties. Looks more like a camera to me. Then there are two separate sections, one for the Viewport and one for the Renderer. Obviously the Renderer is what you want for your pictures. For my stuff I only ever just check the box and that does good enough. I didn’t look to see if you are working in Evee or Cycles. I pretty much only use Cycles so I can’t say much for its effectiveness in Evee.
The bottom couch cushions seem much too thick, or not crushed enough. The front edge would be more rounded if anyone has ever say on that couch. Or the cushions should have harder edges, the sculpted wrinkles imply that it is a squishy cushion, and 16" of squishy cushion would have much more distinct wear.
Also the log table looks fake. real log rounds like this will always crack to some degree, or the bark will peel off a bit. Working from reference images will help get those details more accurate.
Sit the rig down in the chair and tell us if you don’t think there’s something too big or small about the table and chairs.
I also strongly suggest a human object and not just a rig. Being able to see a solid body in the cycles render helps better than just bones in solid view in my opinion.
Thank you all for tips. I tried to use them with bigger or lesser success I think I’ll finish for now with this, cause I look on that scene too much and sometimes break is good idea
Let me know what do you think.
I have few points already, mostly with compositor, but I see twisted image after that many hours
Now, these images are pretty pleasing to look at. I would say reduce the glare and lens distortion by about half though, they are a bit on the strong side.
@etn249 I agree for standard ones, but personally I really like last eyefish with distortion
And 360
That’s neat how you did that 360 view… you did that just using Kuula?
I must say that the OP is being much too hard on himself! All of these renders are good.
Probably the single most important consideration to me is scale. Establish from the outset “what is one foot, or one meter.” (Blender now makes that easier than it used to be.) Build every model to that scale. When you are roughing-out the scene you can use simple geometric shapes, but make those shapes the right size. Do the same thing with the set – with the room. Make that wall “nine feet high and twenty feet long.” Measure the actual size of a door in your house, and note how high off the floor the doorknob is. Make those floor tiles “exactly twelve inches square.” Walk up to an actual chair in your house and use a tape measure on it. And, so on.
Some of your objects look really close to the floor. Are they properly sitting on the floor, or are they clipping through? Especially the chairs and the coffee table.
I featured you on BlenderNation, have a great weekend!
What’s causing the noise is the amount of indirect light here. Try placing a portal right outside, covering the window.
Not sure what kind of rooms you have around, but my ceilings are at 290, and that’s not exceptional. You should try lifting yours a bit ! see the difference it makes.
@rgarber I learned it from this tutorial https://www.youtube.com/watch?v=w_pAVCv64gw
@Hadriscus Portal is already there. I changed Indirect Lightning to 4, to eliminate fireflies and make light sources to glow a little more light more on objects around. But it seems to help with noise a little bit.
About ceiling, at my home height is 240cm, but in older flats it could be even 350 :o I think it depends on culture of building.
@bartv Awwww, thank you <3
You’re right, this is probably down to the origin of architecture. Maybe my impression that it’s low is also cultural then. As for the portal, well… I guess you’re up for denoising. Or rendering with Lux? which is said to handle interiors much better (because it’s bidirectional).
The last pictures are already a big improvement. Nice work.
Try out Denoise Node in compositing. Enable Denoise Pass in Render Layers. In my opinion, it gives arguably better results compared to OPTIX. Also turn off denoising in renders settings if you want to try this
Someone correct me if I’m wrong but I was under the impression that if you turn on denoising in render settings and set that to Open Image Denoise instead of OPTIX you will get exactly the same result as using the denoise node in compositing.
My gut tells me that I’d want to increase samples by 6x or even 12x if I was going to render a full 360 panorama.
You are correct. But I find denoising with compositor more accurate in terms of details presumably it can be a placebo too lol
Denoise Node — Blender Manual
Looking at your scene, I think I see a few reasons why it’s so noisy.
1-Emissive materials used as light sources are more noisy than light objects. The solution would be to:
-Make sure the emissive material is a separate object from the lamp.
-Deactivate the emissive object’s visibility for everything but the camera:
-Add a light object with the same shape and size, with point lights used for light bulbs and area lights for flat surfaces. The emissive is no longer a light source, the light is now fully emitted by the light object.
2-The glass lamp above the table is going to be a problem unless you are using the shadow trick on the glass material:
The transparent shader in this setup will be in control of the glass shadow, allowing you to control its opacity and color very precisely. A similar setup could also be used on the translucent lamp shade, with the transparent color set to a dark color.
But now you have a big glowing ball inside of your lightbulb glass.
The emissive object is no longer visible at all because the glowing white circle hides it.
There is nothing in the Blender manual that explain how to get rid of it.
I’ve been searching FOR YEARS for tutorials on how best to do lightbulbs for archviz and I have yet to find anything that brings all the necessary information together into a single tutorial.
Deactivate the emissive object’s visibility for everything but the camera:
But sometimes a lamp is visible in a mirror or shiny floor or table top. It won’t reflect the emission inside of the bulb if this is off.
Also if the emission object is inside of a light bulb you have to turn on transmission visibility to be able to see it.