View Full Version : Layout rendering - high polys model

10-25-2007, 07:14 AM
Hi all,
i'm a newbie user and i'd like to post a question about
general scene layout.
I'm trying to re-create a room of my house, so i post a simple rendering:


Camera classic 10mm 640x480
AA PLD3 AS 0.05
Ray trace: shadows & reflection

Apart from the problems in lightnig interior and a lot others, there's a thing
that above all disturb me.

Watch the little stereo...


it is quite ugly!!!
Some surfaces uses a gradient reflection, but they seem simply wrong!

However i have modelled it indipendently, and i'm quite satisfied of the model
and the test renderings i've done with it on the foreground.
(stereo.lwo 16600 polys)


And now watch these two more images, one with a camera lens of 26mm:


and with the same 26mm but at 400% zoom:


How can you see the last is quite good (ok it lacks some details and the litghing is not so good and the reflection appears too fake, ecc... BUT confront it with the 10mm camera!!!)

So, how can i do a 600x400 render which looks good?

At 600x400 the reflective surfaces simply seems wrong or ugly or both!!!

(please, dont reply me that i should use a box with uv to map the stereo!!!
maybe it will look better that my high poly model, but it's sad :thumbsdow )

>Thank you

10-25-2007, 07:34 AM
Have you got smoothing on on that metal front? If so, is it set to the default of 89.5 degrees? Try removing it on that surface, or turning the smoothing down to 20 degrees or something (basically turn it down until you start seeing segments, then slowly move it back up until you don't see them any more).


ben martin
10-25-2007, 07:36 AM
The first thing to try is to deactivate the "stereo" surfaces reflection and render.
If it looks good then increment the Reflection values again till the reflective surface don't compromise the final result.

Other thing to test is to render with the camera multiplier set to 200% and then (after render) use any image edit software to scale it down back to 640.

These are simple testes that can help you to figure out what can be done to get a best result.
Most of the times, bad lighting give unwanted results with certain surfaces.

10-25-2007, 07:45 AM
Most of the times, bad lighting give unwanted results with certain surfaces.

I think that's the key. There's not just one thing at fault here.
If your lighting is lacking, small defects will look much worse. When the camera is further away, those defects get more distorted as it's harder to pick out detail, especially with poor AA.

Improve the surfaces, light quality and AA and you'll see the difference.

10-25-2007, 09:26 PM
I think your stereo is reflecting the opposite wall a bit too strong. Back down the reflection.

Also, try rendering with Limit Dynamic Range on. It will give you better AA on blow out areas like that.

10-28-2007, 03:09 AM
It looks to me like you have reflection plus diffuse or specularity. The sum total of reflection plus diffuse and spec should not go above 100%, as a guideline. A good basic surface for silver paint is specularity about 35% and gloss around 2%. Better still would be reflection at about 50%, and reflection blur at 100%, little or no diffuse and no spec - this takes a bit longer to render.

Bevels on the stereo's corners would help a great deal too.

10-29-2007, 04:14 AM
try not to smmoth all parts of your polygons or texture in an object.