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Re: Sweet home posibilities
I'm sorry, Keet, but I think you are being unrealistic here. Some folks have achieved impressive results with Sweet Home 3D although it looks like it takes considerable effort to work around SH3D's limitations. I personally love SH3D for it's strengths, but you cannot seriously expect someone to produce images like those linked, only using SH3D. From a quick browse of the blog that professional 3D artist is using the Corona Render (£312/yr), 3D Studio Max (£1,968/yr), and Photoshop (£263/yr) to produce those images. That means significantly more powerful and sophisticated modelling, materials, and rendering.
Just taking a single surface from this single image as an example. SH3D cannot create that realistic wooden floor texture with grain and variable gloss. It simply does not have the necessary features for materials with normal maps, roughness, subsurface scattering, etc, etc.
@KatyFreed You might be able to get somewhat close results with Blender which is free. However most people who do these kind of renderers also use a lot of high quality asset libraries which nearly all cost money. "Work smart, not hard" as they say. There are some free assets out there, but they are often used as the lure to get you to sign up to a paid plan for access to the full library. Or they are user contributed, and you may have to sift through to find the good ones.
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Re: Sweet home posibilities
but you cannot seriously expect someone to produce images like those linked,
Yes you can. I didn't say it would be easy
Like any other 3D work it takes a lot of time and effort to get realistic results. Without any other programs you can create the photos like the ones from GaudiGalopin3324 in the first URL (not the animated videos). You have to realize it's mostly the quality of the 3D models and the correct use of lightsources that determine the outcome of a render. You can only render what the model represents. The most difficult part is the composition and using lighsources to get those results. That needs artistic skills independent of the program you use. Add in the need for a fast computer and the patience to wait for (very) long rendering times. That is inheritant to all 3D work. For KatyFred the first two URLs are the most important. In the first URL GaudiGalopin3324 explains about interior lighting and in the second URL Ceceliabr explains about exterior lighting, each with their own quirks and difficulties. Creating a house is relatively simpel if you can find all the 3D models you need. For realistic renderings you need to add the lightsources to get those rendering results. (As far as I know GaudiGalopin3324 only used Sweet Home 3D with the YafaRay renderer for most of the realistic renderings. If you can't find the 3D models you will need to custom create furniture models yourself, which will need something else like Blender. Although you can create great furniture models in Sweet Home 3D it's designed for creating houses, not real-life furniture models.)
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Re: Sweet home posibilities
Sorry, but I will again disagree. GaudiGalopin3324 has done very impressive things within the constraints of SH3D, but please do not try to tell us that (taking one example) the rug in his first image actually looks like a rug. It is a flat box, with a flat image with zero gloss. It does not look like a rug looks in the real world, and it is not possible to render a realistic rug in SH3D. SH3D renders a flat texture with a single material wide value for roughness/gloss. You cannot model your way out of that limitation. You need a PBR based system with textures for the primary channels (diffuse, roughness, normal, possibly displacement) and if you want a really good effect, you need a hair/particle system.
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Re: Sweet home posibilities
For comparison (Download the image and view natively, the Google viewer makes a muddy mess when zooming.) That is 3 objects, totaling 32 faces, four materials, one particle system for the rug. The rug that is unmistakenly a rug.
I used the blender feature to time limit the render to 5 mins.
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Re: Sweet home posibilities
Gah. I thought something looked off about the floor. I hadn't flipped the normals, so the displacement map was opposite. Here's the corrected comparison with a slightly changed camera position.
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Re: Sweet home posibilities
Aaaaand the penny drops... Katy Freed, US, 3d rendering artist... Freedes Studio... That is your very excellent work. Unless you are in extreme financial straights and can no longer afford the licensing fees, I cannot imagine why you would change tools, as you have obviously become very proficient with the ones you have. Regardless, SH3D will not achieve images comparable to those in your porfolio. I'd say the images linked by Keet are at the top end of what is achievable with SH3D. Blender with Cycles would be able to give that level of result once you had learned all the ins and outs of the needed areas of the application. Just bear in mind that Blender is a bit vast - modelling, sculpting, animation, compositing, NLE, motion tracking, simulations, physics, inverse kinematics, particle systems, and on and on. And that's not even touching on addons/extensions! As it is so general purpose, it is not geared toward 3D arch viz, although there are addons to help out.
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Re: Sweet home posibilities
hi. I plan to make a big analysis of the program's capabilities in comparison with other programs, I will post it in the Gallery. This is still an intermediate option. The carpet is the easiest thing in this battle))). I need a couple more days.
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Re: Sweet home posibilities
Okay, my jaw is suitably dropped. How many faces are in that rug though? And how long did the work and the render take? (Bear in mind, our guest is a professional, so a tool that slows them down too much will not be useful.)
I'll just reiterate:
I spent maybe 30 minutes doing mine, and half that time was picking which rug model, and which floor texture,
It took 5 minutes of rendering for that quality - I could give it longer for diminishing returns of additional quality
It has just 32 faces, 4 materials and one "curves" object for the fluffy stuff (important when there are dozens of other items to add to complete a scene)
I 'm blown away by the quality you have managed, so please don't take the following as me being harsh. I'm just pointing out the obvious differences here. Your wooden floor does not look like a wooden floor... yet . It doesn't have that diffused satin sheen that causes the reflections to blur, or that shiny/matt grain effect I pointed out in my first post. I don't think either of those are possible in SH3D, but I'm half-expecting you to prove me wrong. Are your planks modeled individually? I can't decide if I'm seeing an edge bevel catching the light, or if my old eyes are playing tricks. My entire floor is four faces (quads in Blender) and that is only because of the way I cut the opening out - I could have made it a single n-gon. All the plank edges are just a texture fed into a normal map shader node.
I'd be very interested in seeing your file if you are happy to, just to learn how you did it, and what kind of render times it would be on my system. A bit of "I'll show you mine, if you show me yours". In the meantime... I'll up the ante a bit
Again, minimal work, 5 min render times, although in truth the darker scene needs more time for sure, as the low light needs more samples for an acceptable image.