Some tips about why my render looks poor?
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@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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Whats the reason to see it blue instead of white then?, someone knows?
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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.
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Mr Ib. Lookin good. Post the skp if you have changed it.
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It doesn't have the same materials though.
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@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.
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).
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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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@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):
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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.
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