Session 2C | Nov 21, 2016
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Session 2C | Nov 21, 2016


HAITAM DAOUDI

Classwork

Capture classCapture

Homework

Render 2_Sum and Dome Multip 0.1 Render 3_Sum and Dome Multip 0.1 Render 4_Sum and Dome Multip 0.1 Capture

I set up this scene. For lightning I am using sun and dome light ( to make the  shaded area more visible). But the problem is that when I save the renders (which look similar to this last capture), the picture is much darker (first three pictures). How can I solve that?

last update:

Render New With Sand 2

I found a beach scene and, after going through a lot of trouble (because 3ds Max doesn’t have the option to copy to clipboard), I managed to put everything together. I also found the tutorial of how to make the surface and the sand, so I might watch it to make the sand the size I need it to be.

renders without dome light:

The result is much better, but there is still some difference between the two. I also screened the settings.

Render New Without Domescreen Settings CaptureCapture

corrections:

Bigger window and small retouches to the material of the wall:

New Wall and Window

Sand:

New SandStrenght 300 and displacement 30VRay displacement 30 Strenght 190 VRay displacement 30 Strenght 190 with people

I made the plane bigger (50m x 50m). The boxes represent the characters in my scene and help get an idea of the magnitude of the plane in relation to them.

 new drafts:

Draft 120161126_175235 Composition 2Composition 2bis

I will stick to this last layout for my scene. The perspective helps focus the view on what is really important and the “unusual” elements (flowers on the sand, path on the sea and the view through the window) help convey the metaphor of freedom and the feelings of the protagonist.

new wall:

New wall New Wall with Curtain

Submitted result:

Final

out of time:

Final Haitam Daoudi

 

Discussion

10 responses to “”

  1. Neko says:

    VRay issue… hm… not sure why… email me the file and I’ll check.
    BTW – there is no need to make Dome light, you can simply use VRay environment and set its color to the sky color you want (I will send you screenshot when I install VRay again). But basically the thing is:
    – Turn on Environment (somewhere in VRay parameters), and set the color to for example pale bright blue
    – Turn on Global Illumination
    That should do the trick without the dome light (+ it will render 2 or 3x faster).

    • HAITAM DAOUDI says:

      The saved render is still different from the one I get on the frame buffer. The pictures are in the post, I wasn’t able to add them here.

      • Neko says:

        Ok, send me over the Rhino file (pack with textures, see the “Save textures” option) and I’ll check what the trouble is.

  2. Neko says:

    Oh wait – are you using 3D Max or Rhino in the end?

  3. Neko says:

    Ok I found the problem in 3D Max from your screenshot. It’s exactly the same problem I think you had a few weeks in Rhino when all scene went blue (I think it was you, right?). The trouble is that you’ve changed Ambient light. Never change it, always keep it black. Ambient light is never to be use – it will wash out your image and after 20 years of work I still can’t fathom why the option is there. Make it black and the trouble will go away.

  4. Neko says:

    Btw- the sand that you’ve made looks awesome. Too big, true, but still you’re on the right path. Try making the window a bit bigger, though, it looks like a toilet window :)

  5. Neko says:

    SUPER IMPORTANT: Make sure you set the correct render size (1280×720, or smaller 640x360px for testing). Right now your proportions are off,.

  6. Neko says:

    On the latest update with big sand and boxes:
    I think technically you are getting great results. The sand looks great, although it looks to me that you are using (in the sand material) some sort of FallOff texture that makes certain aeras of the sand burned out (the areas when the surface is facing away from us). But that’s not much trouble – it would be a problem if you were making a scene for the next Pixar movie, but for our class you are already technically way better than required.

    Where you fall short is on a composition side, as I see you didn’t REALLY dedicated much thought to it – which is easily seen by the fact that all your rendering tests are in the wrong resolution / proportions (you render at 4:3, while the required proportions are 16:9). You can’t think well about composition if you are working in a wrong format.
    So a good small thumbnail sketch showing exactly the perspective and how much wall is shown, how big the window is, how exactly the shadow goes (think of shadow as a graphical element, too!) – this kind of sketch can go a long way in guiding your work (as I showed in my last lecture where I started with sketches and ended up with the final image).
    Final detail would be that window, which still looks like a toilet window. I think you could do better by modeling the window yourself vs. using that Grasshopper script/plugin. The reason is that the window should basically show several things:
    – Should look a bit cooler (less like a toilet window) unless the purpose/meaning of your image is to make it a toilet window. I am also aware of the cultural/geographical differences where windows in the hotter climate are usually much smaller than, say in Denmark, where it’s all glass, so you are probably correct in making it sort of small. Therefore take this particular commment critically, but focus well on the following ones:
    – Should open up as much as possible to make Sun penetrate in and cast the light (partially) on furniture and sand (we want to see the shape of the window in the shadow).
    – Should ideally have several elements positioned in 3D (outer frame, inner frames) that will eventually have little shadows (from sky). Currently your outer frame and inner frame are flat on the same plane, so window looks too flat (almost like that image that you first posted).
    – Also, it wouldn’t hurt you to try to open the window, it will give additional play of shadows.

    But at any rate, the most important next step (which should have been the first, but ok, never too late) is to define for yourself and sketch how exactly the composition is, and how much the wall enters into image, how much the shadow extends towards left, and what is the relationship between wall/window (with its shadows), furniture and people (if there are going to be any).

    Don’t get me wrong – you are doing fabulous work technically, I just want you to think equally hard about the composition, because in the end this is what will impress the viewers more.

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