Years ago I started to model a Hammond B3, and now I wanted to import it into TG to see how well TG handles indoor images. So it's not a typical TG image.
I reworked the organ almost completely (replaced most of the parts that had too perfect edges by more chamfered ones and improved the textures).
It's quite detailed. Every knob has the correct writing on it. It took a lot of time to find all the appropriate reference images I needed, since I never had the chance to see (or touch!) a real B3. I then modeled the bench with the cushion and of course the Leslie speaker.
The room and the carpets are made by myself as well. The plants are by Xfrog, and the rest is from Archive3D. I had to retexture all of those models, even the XFrog ones. Unfortunately the TGO versions by Xfrog are not Out of the box/ready to use, since the displacement maps are not assigned and the diffuse color is always set to 0.5 which makes most everything a bit too dark. Plus you have to set some values for translucency and specularity for the leaves. However these are great models.
The cigarette smoke is just a billboard with "cast shadows" disabled using a texture map and a water shader like Ulco described here:
http://www.planetside.co.uk/forums/index.php/topic,15757.msg154133.html#msg154133
I hated to do that, but I had to add the DOF blurred plant in PP. It's really in the scene, but unfortunately there's a known bug that produces nasty artifacts when used together with GISD (see crop render below). So I crop-rendered the plant without DOF, rendered an alpha mask (plant completely white and luminous, background black, no atmosphere, no lighting and no GI) and comped the images all together and blurred the plant.
:o Good God looks awesome!
I am not sure that you even need that foreground plant at all...but other then that...it looks awesome Hannes :D
Thanks guys. I forgot to mention, that I first tried to use reflection softness in the reflective shader. But I soon realised that I would have to use a lot of samples in it's quality tab to get really soft reflections, which would make the rendertimes to be measured in months instead of hours. So I did the real thing: I added subtle displacement shaders with VERY small power fractals to get a slightly rough surface. You have to render at high quality to avoid noisy areas. In this case I rendered a resolution of 2400 X 1350 px with Detail 0.8 and AA 9. In my opinion the reflection looks even better (at least for the wooden parts), since, unless it's glass, there is no perfect even surface in the real world. Even glass is probably not perfectly even, is it?
@Kadri: I wanted to have something in the foreground to get more depth, so I needed some DOF to enhance that even more.
Wow. There are give-aways, but on the whole it looks terrifyingly realistic! The lighting also.
You never fail to impress, Hannes. 8) That looks like it was a LOT of work.
Superb!
What? This is out of TG? How did you get that light to be so... filling? Lighting indoor scenes seems to be the biggest challenge. And yes, it is very hard with these complex furniture objects not make them look too angular. Incredible job on this!
Fantastic work.
Great!
By the way how long did it take to render Hannes?
The dof is annoying, only a minor crit
Loving your organ!
This is A sharp render :)
Sorry for the puns...
I love this light and detail.
Great soft reflection work around!
Cheers
Jason
:)
Damn..................just damn. ;D
Wow, what a fantastic result! I love that you used displacement to get a softer reflection effect, and it worked quite well. This also looks like a scene where GISD is pretty critical, so I understand why you didn't use the native DoF. I do think maybe the GISD is just a *little* too strong (the bounce, specifically), as some of the keys seem to almost "glow" a bit in the shadows, but it is actually a nice sort of "dreamy" effect, almost like a photo filter of some kind (vaseline on the lens? :D ).
- Oshyan
Thanks again! The image without the plant in the foreground took about 17 hours to render. The plant without DOF as an additional crop render only 15 minutes. The whole image with the plant, DOF and nasty artifacts took 25 hours!
To answer some of your questions at once: the only lightsources are sunlight (strength: 4.5) and environment light (strength on surfaces: 3). I really hate to use additional suns or stuff like that, because to me it looks totally unrealistic. I would have used lightsources that represent artificial lights like lamps, but I wanted to create an indoor daylight scene.
I used these high values for the lightsources to get a certain (hopefully natural) overall brightness, which made the keys a bit glow, as Oshyan said. And yes, I confess that I made heavy use of GISD, especially occlusion weight (value: 2), to get some plasticity and depth. Bounce to the ounce is at default level.
That is quite a render time but absolutely nice outcome.
Well now I really feel like hanging up my wacom....just kidding , I'm addicted like y'all...but it's the only way I could stop myself from just typing wow wow wow wow wow....the realism is stunning and I'm guessing I really do need new glasses as I couldn't spot the give aways Ulco see....
The modeling and attention to detail on the B3 is amazing but having played in a band for 2 years that had to cart one around(part of our sound) I'd have put some cigarette burns and cup rings on it, hee hee hee...Just Amazing!!!!!
Thanks a lot, Bobby! Unfortunately I can't play an instrument. Wish I could, because I always get goosebumps, when I hear the slighly overdriven Hammond/Leslie Combination. I'd love to play such a monster. Well, that's why I used to "sing" in a band, when I was young. ;D ;D ;D
Cup rings and cigarette burns would indeed have been a nice addition. I already tried to make it look used and a bit worn:
Additional to a scratches-texture map the organ has a dust layer on top of the other surface layers. That's a cool thing to do, because you don't need to care about textures. I just added a surface layer after the parts shader with a slope constraint (Final normal, Use "Y"). It can be constrained by height as well, and I didn't test intersect underlying, but this could be interesting too.
As a nice side effect the dust looks like the coating is a bit chipped off at some places like the board where the pedal is.
I must take back (a little of) what I said about the giveaways. It is an incredible render, am I absolutley flabbergasted, really! Actually, on closer inspection, it is only the plant that gives it away (pot texture and leaves), but it is very very slight, and it might even be a plastic plant in a printed design pot, so it could be real as well ::)
I first thought the rug on the piano stool was too thick, but it's supposed to be that way.
INCREDIBLE JOB!
Don't worry, Ulco. I really appreciate constructive crits. You're definitely right about the plants. I should have replaced the pots by other ones. They really look weird. For the plants I had to assign some displacement maps I made out of the diffuse maps. Without them the models looked even more plastic like.
I don't know if I'll be making another one, because after working on it for a few weeks I got a little tired of it. Maybe later with fresh eyes.
That is simply amazing - one of the best examples I've seen of TG photo-real.
If you could put your talent in a bottle I would buy it.
Quote from: Hannes on January 22, 2015, 02:19:36 AM
Thanks a lot, Bobby! Unfortunately I can't play an instrument. Wish I could, because I always get goosebumps, when I hear the slighly overdriven Hammond/Leslie Combination. I'd love to play such a monster. Well, that's why I used to "sing" in a band, when I was young. ;D ;D ;D
Cup rings and cigarette burns would indeed have been a nice addition. I already tried to make it look used and a bit worn:
Additional to a scratches-texture map the organ has a dust layer on top of the other surface layers. That's a cool thing to do, because you don't need to care about textures. I just added a surface layer after the parts shader with a slope constraint (Final normal, Use "Y"). It can be constrained by height as well, and I didn't test intersect underlying, but this could be interesting too.
As a nice side effect the dust looks like the coating is a bit chipped off at some places like the board where the pedal is.
Yeah I did notice the wear you added. The front of the Leslie especially looks totally authentic as if it's been in and out of many band vans...I dig putting it on the shelf for a while given those render times but the final image was certainly worth the time spent.
:o Dang! Flippin' amazing. Too awesome for words... 'cept the ones that have already commented.
What is the little red and yellow thing with wheels under the chair off to the right?
Later, Ron
Ah, you spotted it! ;D It's a toy car. I thought this is the livingroom of a guy who has some small kids who usually leave their toys everywhere.
His wife and the kids are visiting her mother, so he decided to play his beloved organ, have a smoke and drink some glasses of Jack Daniel's.
Btw, he has to open the windows, before she's back, so that his wife doesn't notice that he'd been smoking.
If that is Jack in the glass he won't need but one................ ???
The glass is already empty.
That's why he's lying behind the camera.
Or his wife has come home earlier than expected, and he had no chance to stub out the cigarette.
Anyway he's lying behind the camera.
Every picture tells a story, don't it? ;D
Quote from: Hannes on January 22, 2015, 02:57:28 PM
The glass is already empty.
That's why he's lying behind the camera.
Or his wife has come home earlier than expected, and he had no chance to stub out the cigarette.
Anyway he's lying behind the camera.
LOL
Hannes, May I ask what software you're using to create your 3-D models?
Yes, of course. It's 3ds max.
After a long long time I wanted to put my hands on TG again. Had (still have) a serious creativity problem. I didn't do very much 3D stuff during the last months. Rather I spent my spare time away from my computer working with my hands on real things (made some more chainmail stuff and a bit of leather work for my medieval costume).
But now, inspired by Doc Charly's fantastic interiour work, I decided to revisit the Hammond in the living room.
As some of you suggested I threw out some plants and especially the ugly Xfrog flower pots. I changed the lighting a bit to get some nice rays and added some new stuff. All the additional models are from Archive3D. Great source!
Btw the toy car is gone. I felt that it didn't really fit.
Hope you like it and sorry for this long break. I guess it will last a little longer, but I'll frequently visit this site to catch up
Good to see you back, Hannes. I (for one) missed you. I like this update. Is the fire an image map? I have one issue about the dog; I think it's specularity is playing up a bit due to the displacement: tiny light dots.
Nice to "see" you again :)
Unbelievable fantastic!
I feel like being drawn into the room.
My "TG level" is not as high these days to try a lit cigarette and that slight cigarette smoke in the room.
But anyway I'm happy to hear, I could inspire you. :)
Thanks guys!
@ Ulco: yes, the fire is an image map, using your water shader-method.
I agree about the dog. I'm not entirely happy with it. It's a great model, and I like him sitting in front of the camera, looking at something else, but I'll have to improve that simulated fur.
@ DocCharly65: the cigarette smoke is also nothing but a billboard with an image map for the opacity using the above mentioned Ulco-method described here:
http://www.planetside.co.uk/forums/index.php/topic,15757.msg154133.html#msg154133
Btw, here is my own crit: after I had submitted the new image, I compared the two versions and found, that I like the lighting of the first image better. So I am testing the new version with the sun settings of the old version. I'll show you the results once they are finished.
Wow and welcome back...I know well the malaise you suffer, have a touch of that in my songwriting...blocked....
Really like all the updates and suspect it's the bump/displacement in the fur myself; take that down and the specularity Ulco sees would disappear I think. Absolutely effective cigarette smoke, Bravo on that....Hang in there and keep on teweaking...anything...I find that will overcome a creativity block. You are always 'better' at what you do that you were when you did that, heh heh heh, so bash on mate.
I'm currently reviewing fragments that stopped half way to a song.
Thanks a lot for your kind words, Bobby. That's encouraging!
Here is a dog test. I think you were both right, Ulco and Bobby. What do you say?
:) Hey...Hannes!
As for the dog's fur I'd say that's the right direction.
Agree with you about the lighting,was my first thought seeing this new version.
Working on that chainmail and doing leather stuff is creative,too,isn't it?
Sometimes one's mind needs a little break to recharge the creative batteries.
Creative breaks are necessary,think of music,for example.
It'll be back.
Very,very impressive!
Nailed it Hannes...lookin away from the camera is so prima donna dog like....I had a really cute mutt once who always gave us "her good side"
Wow, that is most impressive! If the fire is an image map how did you get to illuminate the inside of the fireplace?
I completely understand when people disappear for extended periods. Too much computer time kills the spirit. These days all I do with TG is read the forum...
So am I, Otakar. Thank you!!
I illuminated the inside of the fireplace by using an orange light source. The image plane's "cast shadows"-checkbox is unchecked of course!
Good to see you again, kinda going thru the block thing myself. Not easy to please yourself sometimes. Agree about the lighting, miss the car.............IMO it added a touch of "home" to the scene. ;D
Yes, greatly improved dog! These furry creatures are still difficult in TG, or you'd have to use the multipoly stuff like 'look at my hair' from Alessandro. The next version feature 'displace per object' will help, but still, you need to have very fine detail displaced. I am encountering this in my Stone Age people, they should wear rugged clothing, but that's really hard.
The dog looks really nice!
Watching both versions I recognized that our housekeepers were shoping in the same mall... nice Farn, JD and Banana ;D
At second glance I think you're right Hannes, light of the first version seems warmer to me.
Indeed, Doc, at least in my first version I have quite similar plants.
Ulco, I first tried to create a population of grass patches onto the dog to simulate fur (of course with the appropriate colors), but it didn't look well. Maybe I hadn't tried hard enough. Anyway I think the dog looks OK for now.
That's an idea, but you'd need a map, or the grass grows out of his eyes ;) I think it looks good now.
And I guess, it would be way too furry with those grass patches. I like the dog as it is now. Thanks Ulco!
Superb lighting on the set. The low sunshine gives a special mood to the composition. You must feel very pleased with what you've created here Hannes.
What a wonderful image Hannes. Fun to see TG used for this type of render.
This is the final version. The rays are still there but barely visible.
Sorry, Yossam, but the toy car is gone (the render was always halfway finished, when I read your post).
Very good Hannes!
Quote from: Hannes on May 17, 2015, 10:53:11 AM
This is the final version. The rays are still there but barely visible.
Sorry, Yossam, but the toy car is gone (the render was always halfway finished, when I read your post).
Crack the Champange...it's a winner...
Terrific. I like the smokey interior; gives it more depth.
Superb! I like the smoke too.
Thanks a lot, guys! :) :) :)
Now stick around and post!
Agree with that.
I'll do my very best! ;)
Yes - that's it! The dog is much better in that light. Well done!
Super cool Hannes!
8) 8) 8)
To test the path tracer I dug out one of my favoured interior files.
I found that I couldn't just enable the path tracer and everything is cool. The lighting was way too dark, so I almost doubled the sun's multiplier. All the reflective surfaces had to be reworked, and since PT doesn't support the glass shader yet, the cigarette smoke plane had to go, and all glass materials were replaced by solid ones.
Unfortunately the whiskey bottle now looks like a bottle of BBQ sauce, so Jack Daniels has to wait until PT accepts glass shaders.
Anyway, the GI and the shadows are much more accurate!!! I love it!
Btw: no postwork. Pure TG output.
Here is a comparison:
Nice differences, especially the insides of cupboard on the right, e.g. are very different. Does the amount of GI have any influence on PT renders, btw? And by sun's multiplier, you mean the sun's strength, I guess?
Quote from: Dune on January 16, 2019, 04:24:04 AM
Nice differences, especially the insides of cupboard on the right, e.g. are very different. Does the amount of GI have any influence on PT renders, btw? And by sun's multiplier, you mean the sun's strength, I guess?
Yes, the strength. In the original render the sun had a strength of 4.5, and in the final PT version it's 7 (not really doubled actually, but a lot more).
I guess GI is the major factor here.
Which cupboard do you mean?
Looks good.
The thing behind the dog, I don't know if you'd call that a cupboard. I noticed the slits in the top showing the inside are really darker.
That look really good, Hannes.
It was worth to dig out that tgd :)
It was one of the first things I noticed what Ulco said. The much better shadows and the nicer reflections on that little desk behind the dog.
Ah, I think you mean the Leslie cabinet.
Rotary speakers for the Hammond. :)
Well I find my anxious state re: maintenance update eased some what..I actually like the original as much as the PT optimized render so the cash I was setting aside for that can, at this point, go to getting the Corsair up and running...that alone will be a major improvement in my TerragenLife...I think the carpet under the organ and bench shows the best effect myself.
This complex interior scene provides a wealth of information and pinpoints matters that need improvement and attention. Thanks Hannes, great scene!
Big set up very well executed!