View Full Version : 3DS MAX - VRAY1.5 - My Bathroom
28-11-2007, 01:24 PM
I've been steadily building my bathroom in Max for sometime now. Wanted to create a good, nice, "arty" picture. I'm beginning to hit a bit of a brick wall though and some feedback would be helpful.
Any comments/criticisms at all would be welcome (well, when I say any, I don't mean blatant nasty-ness! But then, I'm sure you're all lovely people and I have nothing to fear).
28-11-2007, 02:56 PM
Personally, it's the DoF that ruins it for me. I think it's set WAY too high. Unless that's what you're shooting for there's really no reason to turn it up that much. The cabinet on the right seems.. out of scale. You wouldn't run into many cabinets that could fit an entire bathtub into it. I also think it could use some more dramatic shadows, maybe turn down the GI if you're using it and put an area light in there or two with cast shadows turned on. The lack of shadow makes it a really uninteresting composition.
The wall texture seems a bit too rough. It almost looks like it's sand or something. Whatever is sitting on the corner of the bath tub almost looks like it's floating there.. It seems like Gravity wouldn't allow it to stay in that position for long.
28-11-2007, 02:58 PM
hmm, nice work, in terms of modelling i'd say you've done a good job, I like how u've used just a biped in there, kinda adds life to the scene!
In terms of render, im guessing this is not your final render settings, but just a few points, the foreground objects have too much blur on them, like the radiator and the bath, kinda makes it look weird and hard to look at. the light is good generaly.
just some comments, if there is anything specific you want help on, then say ;)
28-11-2007, 03:42 PM
Thanks for the comments.
I certainly agree with the blur comment - was a bit of a last minute "chuck-it-on-and-see-what-it-looks-like" type of thing.
Same goes for the magazines(that are missing their maps!) - I was sort of getting impatient to render it with something other than just the functional walls/toilet/etc. They'll go for the final render and hopefully all the junk in my bathroom will go in instead.
Seaseme: our boiler cabinet/airing cupboard really is like that! You should see how far it extends both up and down when you look inside - you could fit two baths in there :)
I'm in a bit of a pickle regarding the walls. If I look at the walls of my bathroom up close there is practically no colour variation, only the relief/bump of the brush that painted it. I guess I'm just going to have to balance the subtly of it as I'm using a bump map at the moment of only 10%.
The composition of the image isn't decided yet either, I just wanted to get as much of the room into the render at the moment. I guess I'm not fussed at the moment about strong shadows. I know it's sounds a bit weird but I'd rather have a boring realistic image rather than a more defined, contrasty image.
Anyways, thanks for the comments - much appreciated.
28-11-2007, 04:30 PM
Hi ,thats so cool .Looks like me thinking alone:wave::dance:
i actually bursted out laughing when i saw the dude contemplating on the can.
I love the image, i think the DoF makes it look so much nicer. good work
29-11-2007, 08:12 AM
Thanks Kujoe and Lif. Like me, Mr Biped does his best thinking on the john!
I'll probably make several versions of the image One for my commercial website that doesn't feature the biped, spilt water, DOF and scattered untextured magazines and one that's a bit crazy.
An idea that appeals to me at the moment is to have Mr Biped on the toilet and loads of little Mr Bipeds scampering around infront of him - all of this happening in a very unglamerous bathroom kind of tickles my fancy.
29-11-2007, 08:24 AM
Yes, Yes is "the thinker" LOL, very nice render I like it a lot. Are you planning on adding more to it or doing anything else with it? yet again really nice composition.:smug:
29-11-2007, 01:03 PM
You have a nice bathroom!
Good work, looks pretty nice, but I agree that the Dof is somehow too strong.. Lower the camera apperture a bit, that should do.
I love your idea, the biped there simply fits the scene. Fix those minor things and it will be perfect.
29-11-2007, 05:15 PM
Thanks again for the comments, people.
Regarding the depth of field: it's derived from a zdepth image that's then fed into the lens blur filter of Photoshop. I think when I come to do the final thing I'll be brave and use "proper" depth of field in Vray. Only problem is I'm a bit confused on how to set it up. The way I guess it should work is set the DOF values in the Vray physical camera and then in the Camera rollout tick "Get from camera". Problem is I've done this in the past and sometimes it works and sometimes I don't get anything. If anyone who's used Vray's DOF before could give me some pointers that would cool and the gang.
29-11-2007, 07:55 PM
Only problem is I'm a bit confused on how to set it up. The way I guess it should work is set the DOF values in the Vray physical camera and then in the Camera rollout tick "Get from camera". Problem is I've done this in the past and sometimes it works and sometimes I don't get anything. If anyone who's used Vray's DOF before could give me some pointers that would cool and the gang....
Well, Vray Camera tries to simulate reality, but it's no Maxwell.
What I would tell you to do is to get the actual room geometry(yes, the walls, floor and ceiling), and export them to another scene.
There, get some very simple materials and start experimenting with the DOF.
When you find your settings, just put them back to the original scene and render it up!
This may help you as well:
Good luck! :wave:
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