Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 24-02-2006 , 10:57 AM
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Lounge Room

Hey guys,

heres a render of a loungeroom im making its nearly finished but i gotta add some finaly touches. Some feedback would be great.

Done in Mental Ray, took about 15min to Render.

300fg

Cheers

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Last edited by concorddawned; 24-02-2006 at 11:02 AM.
# 2 24-02-2006 , 05:49 PM
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i suggest showing a window in the render, but so far its good!


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# 3 25-02-2006 , 03:27 AM
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yeah, not bad but, I think you need to use global illumination... it doesnt look like your using this

(im telling u, cuz interior renders is my best thing)

Also, add some raytraced shadows, make them a bit softish... and I can't tell if you are using Final Gather, but if you are, you need to taek advantage of the Secondary Diffuse Bounces... they really save time on renders, and sometimes they can completely replace global illumination in quality, because, well, final gather works in about the same way that global illumination does.

Hmmm... apart from that, your scene layout is good, your lights probably are set up well, by the looks of your render, but you need to use the Mental Ray area lights, at least for the fill light (not for the sunlight).

Good Work, and take these critiques how you wish,

cya later
Matt user added image


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# 4 25-02-2006 , 06:47 AM
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Good work concorddawned - not sure about the reflection on the chair seat or the wood behind the cushions though. I like the layout. Well done.user added image

# 5 26-02-2006 , 01:28 AM
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I added 500000 GI to the area light on the window and changed the floor, some of the reflections and the back wall.

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# 6 26-02-2006 , 02:04 AM
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Good work. That is a big improvement. Well done.user added image

Mabe some details in the pictures on the back wall and those blue stools look a little clean.

# 7 26-02-2006 , 11:55 AM
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Fpor starters change the shaders. Everything look like plastic.

# 8 26-02-2006 , 02:21 PM
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what I would say is:

ADD GLOBAL ILLUMINATION!!!!

also change the shadows to ray traced shadows and make them a bit softer


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# 9 26-02-2006 , 10:20 PM
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Mat They are ray traced shadows and im am using GI.

# 10 26-02-2006 , 10:21 PM
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huh... thats funny... I cant tell user added image


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# 11 26-02-2006 , 10:42 PM
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That's the point. "If you can see it's CG, it's not good CG".

# 12 26-02-2006 , 10:45 PM
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lol, I can easily tell its CG, but the quality is not high enough so that I can say - Its so realistic I cant tell you are using GI, but at the point of- It would look waaay better with correctly applied GI


Not to be offenseive, concorddawned but Im just trying to tell u how to make it look better


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# 13 27-02-2006 , 12:29 AM
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Originally posted by MattTheMan


Not to be offenseive, concorddawned but Im just trying to tell u how to make it look better

no matt, none of your posts provided any constructive hints to making the image better.
fyi: .....CAPS MEANS U'R SHOUTING :p

the render looks fine. needs more ambience imo. find some tuts on FG/GI rendering to get a better graps of this technique. i admit its so fustrating and complicated to get a realistic indoor render.:blush: i suck at them.:p

and from earlier post by matt: secondary diffuse bounces take much more time to render. obviously

# 14 27-02-2006 , 12:18 PM
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I think the render looks fine, but the shaders could use some work though... Some bump/displacement for starters would make a lot of difference. Everything just looks a bit too smooth user added image

EDIT: Just looked at the render again, and maybe bumps aren't what's missing since it would just be small stuff that's needed, and we're seeing things at a bit of a distance. But I still think the shaders need a bit of work though...


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Last edited by blomkaal; 27-02-2006 at 12:21 PM.
# 15 27-02-2006 , 11:51 PM
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Originally posted by vladimirjp
and from earlier post by matt: secondary diffuse bounces take much more time to render. obviously [/B]

they are much faster then actual GI and they can be used instead of GI.
but for the rest i agree with vlad


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