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    Some tips about why my render looks poor?

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    • bazB Offline
      baz
      last edited by

      Now thinking original image a bit 'Stinky'?
      Or, does it matter which way 'textures' point? Even Wood or Feathers?

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      • S Offline
        sandwich2k
        last edited by

        @baz said:

        Now thinking original image a bit 'Stinky'?
        Or, does it matter which way 'textures' point? Even Wood or Feathers?

        It's not a real pronect, just to show in the forum because I have same problem with everything.

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        • S Offline
          sandwich2k
          last edited by

          Whats the reason to see it blue instead of white then?, someone knows?

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          • l_breaultL Offline
            l_breault
            last edited by

            I just quickly rebuilt this. Like others were saying, you need to start with a good model, radius or chamfer the edges. I also set back the dividers a smidge. That helps make things look more realistic. Keep your materials going the right way. I brought it closer to the ground and used an infinte plane with shadow catcher. I am using Thea by the way. I used a basic studio hdri and pressed play.


            poor scene.jpg

            Thanks,
            Leo Breault
            http://www.breaultdesignstudio.com

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            • bazB Offline
              baz
              last edited by

              Mr Ib. Lookin good. Post the skp if you have changed it.

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              • l_breaultL Offline
                l_breault
                last edited by

                Here's the skp.


                poor_scenerebuild.skp

                Thanks,
                Leo Breault
                http://www.breaultdesignstudio.com

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                • l_breaultL Offline
                  l_breault
                  last edited by

                  It doesn't have the same materials though.

                  Thanks,
                  Leo Breault
                  http://www.breaultdesignstudio.com

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                  • S Offline
                    sandwich2k
                    last edited by

                    @baz, @l_breault, thank you both for telling me some tips and share a .skp file with some modifications to make it look better.

                    I was trying to do a better design trying not to look like an idiot (the one in the post was a fast example). I tested several configurations in the render, the only way I can get a floor close to white and not to blue is using the sunlight default option and adding a dome light, I was getting crazy trying to rotate the textured, so ...

                    I'd like to see some vray light setup to get something like the picture from my first post.

                    https://i.imgur.com/ov5gjQb.png

                    I need a little rest after so much sketchup 😕

                    This is the best I got so far:

                    I think I fixed the grain orientation.
                    I think I fixed the sharped edges.
                    Now the light looks not blue, but it looks still a little pink, if I try to make it more white intense, then the furniture gets overexposed (not sure about the English word).


                    armario.skp


                    armario.png

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                    • R Offline
                      rspierenburg
                      last edited by

                      Keep in mind most renderers use some (a lot) of post processing in Photoshop or similar after their bake their renders. With post processing you can fix things like white balance much easier than fiddling with settings via the render software.

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                      • S Offline
                        sandwich2k
                        last edited by

                        @rspierenburg said:

                        Keep in mind most renderers use some (a lot) of post processing in Photoshop or similar after their bake their renders. With post processing you can fix things like white balance much easier than fiddling with settings via the render software.

                        I think you're right, using the .skp file from l_breault and using post processing from v-ray through corrections control, I can get something like this (not as good as him, but better than my first try):


                        armario2.png

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                        • l_breaultL Offline
                          l_breault
                          last edited by

                          Much better. I don't know what vray has for white balance, but that could help. I also use an all white color for a background image and that helps.

                          Thanks,
                          Leo Breault
                          http://www.breaultdesignstudio.com

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