Classic Bedroom Final



  • Awesome work as always. Thank you.



  • Thank you very much! It looks fantastic!



  • Thanks guys for kind comments,working on update,as someone pointed out there are no doors over on Rendo,working on updated Classic Bedroom with doors etc

    Thanks,Jura



  • @jura11

    If I may suggest something ... IF you make the walls one-sided (perhaps in your next, no doubt equally awesome room), it would be easier to place the cameras. They can "see through" one sided walls, but anything on the inside would still reflect/bounce light as they should.

    As it is, I have to use absurd wide angles unless I find myself outside the wall.

    It's no biggie, I can turn the wall off. Just a suggestion :)



  • @trekkiegrrrl said in Classic Bedroom Final:

    @jura11

    If I may suggest something ... IF you make the walls one-sided (perhaps in your next, no doubt equally awesome room), it would be easier to place the cameras. They can "see through" one sided walls, but anything on the inside would still reflect/bounce light as they should.

    As it is, I have to use absurd wide angles unless I find myself outside the wall.

    It's no biggie, I can turn the wall off. Just a suggestion :)

    Not sure what you mean there, did you tried to have look under Remove backfacing polygons under Walls in my scene, I always have set this to Force Show Backfacing Polys

    Walls, furniture etc are modelled in 3DS Max and I always using for export FBX and this is causing some issues

    If you mean separate walls for left, right etc then yes I can do that

    Hope this helps

    Thanks, Jura



  • @jura11 said in Classic Bedroom Final:

    @trekkiegrrrl said in Classic Bedroom Final:

    @jura11

    If I may suggest something ... IF you make the walls one-sided (perhaps in your next, no doubt equally awesome room), it would be easier to place the cameras. They can "see through" one sided walls, but anything on the inside would still reflect/bounce light as they should.

    As it is, I have to use absurd wide angles unless I find myself outside the wall.

    It's no biggie, I can turn the wall off. Just a suggestion :)

    Not sure what you mean there, did you tried to have look under Remove backfacing polygons under Walls in my scene, I always have set this to Force Show Backfacing Polys

    Walls, furniture etc are modelled in 3DS Max and I always using for export FBX and this is causing some issues

    If you mean separate walls for left, right etc then yes I can do that

    Hope this helps

    Thanks, Jura

    Yes I meant left, right ect. They get in front of the camera :) And if I remove them, they won't reflect light or show up in shiny stuff.



  • @trekkiegrrrl hither?



  • @trekkiegrrrl said in Classic Bedroom Final:

    "... IF you make the walls one-sided (perhaps in your next, no doubt equally awesome room), it would be easier to place the cameras."

    I suggest you may enter wire frame mode set your camera view approximating what you desire, reset to shaded mode and with camera selected, slowly increase the 'hither' parameter until the offending wall or whatever is blocking your view vanishes.



  • @JAFO said in Classic Bedroom Final:

    @trekkiegrrrl said in Classic Bedroom Final:

    "... IF you make the walls one-sided (perhaps in your next, no doubt equally awesome room), it would be easier to place the cameras."

    I suggest you may enter wire frame mode set your camera view approximating what you desire, reset to shaded mode and with camera selected, slowly increase the 'hither' parameter until the offending wall or whatever is blocking your view vanishes.

    I will try that. I must admit I never quite figured out what the yon and hither really does. Other than sometimes make a black screen XD

    I must experiment a bit with that hither thingie :)



  • @trekkiegrrrl hither is a foreground clipping plane. Yon is a background clipping plane. When hither and yon are calculated via appropriate formulas from the camera's focus distance, focal length and f-Stop, hither and yon delimit the bounds of what is deemed "in focus", according to another, rarely seen parameter called the "circle of confusion" which essentially translates to what level of detail can be realistically distinguished from exposed photographic media, i.e. film, and is almost exclusively [seek references] set to 0.03mm, IIRC (effectively the pixel resolution of film silver nitrate grains).

    There is also some confusion over what units the different preview render modes use for their calculations, as I have experienced circumstances where hither and yon settings would leave objects visible in preview that were clipped from the final renders, in the past.

    Here are some formulas I use for camera Python scripts:

    CircleOfConfusion = 0.03 # mm
    
    def HyperFocal(f, N, c):
    	"""
    	# f = focal length in millimetres
    	# N = fStop
    	# c = circle of confusion in millimetres
    	# returned units are millimetres
    	"""
    	return f + ( ( f * f ) / ( N * c ) )
    
    def FStop(f, s, c):
    	"""
    	# f = focal length in millimetres
    	# s = focus distance in millimetres
    	# c = circle of confusion in millimetres
    	# returned value is a scalar (unitless) representing the maximum DOF when focus distance = hyperfocus
    	"""
    	return ( f * f ) / ( ( s - f ) * c )
    
    def NearFocus(f, N, c, s):
    	"""
    	# f = focal length in millimetres
    	# N = fStop
    	# c = circle of confusion in millimetres
    	# s = focus distance in millimetres
    	# returned units are millimetres
    	"""
    	H = HyperFocal(f, N, c)
    	return s * ( H - f ) / ( H + s - ( 2 * f ) )
    
    def FarFocus(f, N, c, s):
    	"""
    	# f = focal length in millimetres
    	# N = fStop
    	# c = circle of confusion in millimetres
    	# s = focus distance in millimetres
    	# returned units are millimetres
    	"""
    	H = HyperFocal(f, N, c)
    	return s * ( H - f ) / ( H - s )
    
    

    Use NearFocus to set hither, and FarFocus to set yon, and you have a script which will explicitly show you what will be in "sharp" focus in your scene, prior to render.



  • If the focus distance is set to the calculated HyperFocus value, you get the maximum depth of field for the current value of camera focal length, which means the camera will be in focus from the focus distance to infinity.



  • Oooh interesting. I must try this out and play with it so I can figure out which does what. I'm not good at reading stuff in that I need to try it and poke and prod in order to actually understand it :)



  • Beautifully done, Jura.

    0_1530023229554_JuraBedroom.jpg

    I'm sorry, I can't find the NSFW tag. Can a moderator add it to this post for me?



  • @Glitterati3D can't fix that myself, sorry. Nice render BTW. Bella, I presume, and is that @Biscuits ' hair?

    Next time you want to do NSFW, it's the right-hand-most icon above the text box. Looks like an eye with a slash through it.***=NSFW content***

    click to show



  • @anomalaus Thanks for the info. I looked everywhere, I thought. :-)

    It's Bella, with Mankahoo hair HR-170 that comes with a Bella fit, wearing Blackhearted's Classic Chemise for Anastasia. I did use EZSkin on the hair, and Ladonna's Silk for Superfly on the chemise.



  • Great image. I still think Bella looks like a transgendered guy who's not QUITE done, but she does pose well :)



  • @trekkiegrrrl shorten and narrow the chin would probably fix most of that impression, IMHO.



  • @anomalaus Part of it is in her expressions, too. While she comes with some great expressions, when you use Smile, her eyes basically disappear into almost slits.

    Can't decide if an expressionless render is better or worse.



  • @Glitterati3D I've only got the free beta version of Bella at this stage, due to reasons. Does the full version have significant additional morphs, or just clothing/texture content? Does she have an eye size morph? Perhaps that could counteract the scrunched eyes effect.

    Even PE has some combined morphs effects that I like to counteract with additional ERC to roll my own. I did the same with the Lali morphs for V4, as sometimes you want a grin that doesn't touch the eyes, to elicit the right expression.



  • I can answer that. The commercial (Full) Bella has a ton more morphs than the free beta versions.

    @anomalaus said in Classic Bedroom Final:

    @Glitterati3D I've only got the free beta version of Bella at this stage, due to reasons. Does the full version have significant additional morphs, or just clothing/texture content? Does she have an eye size morph? Perhaps that could counteract the scrunched eyes effect.

    Even PE has some combined morphs effects that I like to counteract with additional ERC to roll my own. I did the same with the Lali morphs for V4, as sometimes you want a grin that doesn't touch the eyes, to elicit the right expression.