My main question here is regarding lighting of your scene.
Whenever I see those realistic 'photographic-like' renderings, their creators says that the lighting was really simple, maybe Corona sun or HDRI with some tweaks, but I can never achieve the same look no matter what I try (even if I copy the settings).
Could you share your approach when it comes to lighting, and maybe your settings?
AWESOME work by the way.
Thank you husherson2! Well regarding your question - you opened a huge topic here. Simple lighting is always the best IMHO - even from this project I think its quite obvious I believe in simplicity. Though - not every shot has simple lighting here - the sofa shot has quite complex lighting scheme - including/excluding objects from some lights (you can see sofa is "separated" from the floor). Though lets talk about simply lit - photography-like renderings. The main goal here is NOT to obey settings, but obey your EYES - whatever looks good - keep it, even if the settings are whatever. Settings are here for us to control - not them to control us. The attached bath rendering is the simplest in terms of lighting and settings from all the others - its lit by one HDRI with tuned saturation and gamma (usual approach) and then there are attached settings of color mapping - totally crazy uh? These settings are not here to be copied - they worked for me here, and might not work in any other scene - but the idea is crucial, what you see with your eyes is important - not settings.
Then, it really matters what "talent" you have in your eyes - you can be good at materials, at concept? maybe in artistic lighting - but to make the picture whole, you need all aspects to somehow work together. So for lighting - and all other aspects actually - if you make something, and dont like it - redo it - relight. Some shots here were relighted like 5 times. Regarding lighting itself - I usually have some idea in my head of how I would imagine it to be lit - and try it. If its not working, I try different HDRIs (my favourites) and then maybe rectangular lights - just watch what happens, and stop where I like it - a very basic usual approach.
Also then - here are aspects I usually find very important - if you do not have these right, your picture is going to look bad, even if everything else is okay:
1. Background in the windows / or overally background - it really needs to be the right lighting orientation, contrast and brightness - if its not, it breas everything
2. I think many renderings are good in terms of contrast and lighting, but what breakes them is saturation distribution - try to desaturate the image - or some elements - one by one - and you can find something that really breaks everything - or has a wierd saturation distribution.
3. A very important property of the rendering guy is to judge the textures - and be able to throw something away that is just not right.
And of course - some LUT can help the photographic lighting.
There is much more to say here - feel free to ask - and you can also meanwhile check the reading from Bertrand Benoit regarding photographic approach - ita really good
http://bertrand-benoit.com/blog/the-photographic-look/.
I love this!
The scene is great and the materials is fantastic. Very inspiring!
Awesome light.
Thank you!
Hi , really impressive images!! I also like photographic composition, very professional!!
Cuold you give some info about wall material and structure? Are they planar surface? And do you have only smoothed edges o something more?
thanks
M
Thank you Marciuz.
Regarding walls material - see attached material - pretty basic - diffuse+reflections, some bump however there are quite many CoronaAOs - I placed CoronaAOs everywhere as I wanted to add extradetails. There is quite a lot of reflection - probably overkill but it worked here just okay.
Regarding structure - wall were planar surfaces but I used Deformed Edges script (
http://www.scriptspot.com/3ds-max/scripts/deformed-edges) againt to add extradetails and uneven structure (again, overkilled probabaly)