Joined: Sep 22, 2015
Post Count: 5
Status:
Offline
Grey tint rendered for walls and flooring
[img]Hello!
First of all, I thank the entire team of SH3D for this wonderful software. Being a software developer for last 10 years, I can really imagine amount of efforts taken to develop it. It's so user friendly, feature loaded and intuitive, that I could draw my entire apartment within a matter of couple of hours! That's an achievement for a newbie!
Coming to my question, I'm struggling with render of walls and flooring. I've put a simple Ivory colored texture for both. However, the render does not produce colors anywhere near the actual texture. Either I get a grey tint for them or I get really washed out results if I increase light intensity/ no. of lights/ size of lights. I've tried with default ceiling lights as well. At the same time, if I put some other colored texture, it renders fine.
For reference, I've uploaded a demo file with couple of renderings and original texture.
Netherlands
Joined: Sep 26, 2009
Post Count: 4000
Status:
Offline
Re: Grey tint rendered for walls and flooring
When you look around in a room with four white walls, you will notice that every wall has a slightly different colour. Lighting is never exactly even, so walls will show up in different shades of white, grey and yellow, depending on the light source(s) used.
SH3D mimics this behaviour, and therefore walls will never show the exact colour that you applied.
Use the two lowest quality settings to see less of this effect. When using the two highest quality levels, you should experiment with your light sources. For general lighting of the room, the best thing to do is using one or more large white or halogen light sources, say 50x50x50 or larger, at a strength of 50% or lower.
This way you can achieve excellent results that can come close to the original.
Joined: May 12, 2013
Post Count: 1545
Status:
Offline
Re: Grey tint rendered for walls and flooring
Your plain ivory texture seems to be a flat RGB #F9F6F1. Yet, the normal 3D pane renders it differently (darker) than a wall coloured with the same #F9F6F1. A quick photo rendering also showed a difference, but less so. Similarly, a wall coloured with white #FFFFFF appears much lighter than a texture with white (#FFFFFF) tiles (like the one below).
This is a bit strange, and I have sometimes wanted my white tiles to be whiter. That said, I agree with hansmex and you need to experiment both with colours and textures. Actual colour, perceived colour and rendered colour will always differ. And especially so with light-sources that (may) have a different hue / colour temperature. It is certainly hard to get it right in real life too.
Joined: Sep 22, 2015
Post Count: 5
Status:
Offline
Re: Grey tint rendered for walls and flooring
Thanks, Hans and Okh for quick replies.
I've been extensively experimenting with lights since last one week by changing size, intensity, placement and height of white as well as incandescent light source. Based on your inputs, I did some more experiments. My guess is that the problem arises because of following factors
1) Room size is pretty small, hence light reflection is unrealistically more.
2) If the intensity of light is reduced, then light does not reach floor in enough quantum to reflect realistic color. The grey tint seem surely because of lack of light.
3) If I increase light power, walls start reflecting more light than they are likely in real life as lights are closer to the walls than they are to the floor.
4) All of above observation apply primarily to walls and flooring with lighter shades. Deeper shades and textures exhibit less of this behaviour.
I believe if we can somehow modify rendering engine to make lights reach longer. As a workaround, choose atleast 20% deeper shade to achieve near realistic renders in white light.
One of my main goals was to identify correct light placement requirements (recessed lights) and experiment with mood-board concepts. I do not see that happening beyond a point though it is theoretically possible to achieve near realistic results.
I wish to experiment with external rendering using blender, but it's prohibitively powerful for a person to self-learn.
Request experts to comment on my understanding and help in achieving as realistic rendering as possible.