Live data from Hacker News

My Room in 3D

my-room-in-3d.vercel.app

21–30 of 134 posts

Re: My Room in 3D

#21
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

Lighting is the main thing. Especially global illumination/ambient occlusion. Do a google search for "ambient occlusion" and you'll see a lot of scenes that are literally plain white but look amazing. Throw in some soft shadows and area light sources and things start to look really nice even with very plain materials.

If you look at this scene, I'm fairly certain all the lighting is prebaked in something like blender/maya etc.

There's also a lot of other little environment art things you can do. For instance, small bevels on sharp edges help things look more natural (look around your house and you'll notice even sharp corners aren't as sharp as you think). Adding roughness and specular lighting to materials helps a bit too, even things like wood or asphalt have some amount of reflectiveness at certain angles.

Re: My Room in 3D

#22
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

It's not perfect. Look at the shadow cast by the chair. The chair is moving, the shadow is not.

Re: My Room in 3D

#23
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

> I cannot for the life of me make a scene look so great

You mean that not just anyone can be a 3D artist and make a Pixar movie? Say it ain't so!! /s

However, it is kind of insulting that someone would think they could just walk up to a block of stone with a hammer and chisel and think they will create the David. Now imagine it is the fisher price version of that hammer and chisel.

Threejs and Blender might be capable for certain things and calling it fisher price is not fair either, but there are definite limitations.

>How is this so perfect?! I just can’t comprehend how do 3d artist’s brains work.

Honestly, this looks closer to game engine rendering than something from a photo realistic engine.

Re: My Room in 3D

#24
I sometimes use SweetHome3D to visualize spaces. It's a little more accessible being point-and-click CAD, and it takes arbitrary objects in OBJ format (and others). You won't be able to get quite to this level but it can render surprisingly well

http://www.sweethome3d.com/

Re: My Room in 3D

#26
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

He recorded the entire process on Twitch. You're seeing the end result: the forest. When you're seeing how each tree is built one step a time it all seems a lot less magical.

It's just a lot of work. A lot more people (on average seem to) think it is.

Re: My Room in 3D

#27
post #20
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

First off, it's art. You need to stop thinking like a programmer and think more like an artist. That means thinking about colors and lighting, tones and hues and highlights and shadows. If you're unfamiliar with these things, that's fine, you can find plenty of training material and courses online. It takes time, because it's a skill that requires training and practice and self-discovery. Second, lighting is a carefu…

Just a nit: the lighting outside is not a single directional source, unless you're in the Moon.

There is sun, which is slightly yellowish (or orange to red at sunset), and there is sky light which is obviously bluish. Sun is directional, sky light is not. Sun is a light source far away, but sky is a light source all around the scene.

The rest, well, can be done with a lot of bouncing, refraction, diffusion subsurface scattering, etc.

Re: My Room in 3D

#28
post #26
post #4

Although libraries like threejs (or softwares like blender) give you so many tools and knobs to play around, I cannot for the life of me make a scene look so great. The lighting, the composition, the textures, the even level of detail… I would recommend everyone try it out for themselves to see what I’m talking about. No matter how much you try, there is always something too dark or light. Always something that looks…

He recorded the entire process on Twitch. You're seeing the end result: the forest. When you're seeing how each tree is built one step a time it all seems a lot less magical. It's just a lot of work. A lot more people (on average seem to) think it is.

Did you leave out a "than a lot more", or are you saying too many people think it is more work than it is?

Re: My Room in 3D

#29
post #27
post #20

Earlier quoted context omitted.

First off, it's art. You need to stop thinking like a programmer and think more like an artist. That means thinking about colors and lighting, tones and hues and highlights and shadows. If you're unfamiliar with these things, that's fine, you can find plenty of training material and courses online. It takes time, because it's a skill that requires training and practice and self-discovery. Second, lighting is a carefu…

Just a nit: the lighting outside is not a single directional source, unless you're in the Moon. There is sun, which is slightly yellowish (or orange to red at sunset), and there is sky light which is obviously bluish. Sun is directional, sky light is not. Sun is a light source far away, but sky is a light source all around the scene. The rest, well, can be done with a lot of bouncing, refraction, diffusion subsurface…

The blue light of the sky is technically the result of Rayleigh scattering of the sun through the atmosphere, which can be emulated (and often is these days! [0]), but fair; it's often cheaper and easier for an artist to model them separately. I was going for a classic physics demonstration to point out how simple sources can often result in beauty.

[0] The classic is Naty Hoffman's 2002 work on atmospheric scattering http://developer.amd.com/wordpress/media/2012/10/GDC_02_Hoff... , but it has been developed over the years, e.g. Sebastian Hillaire's work on both Frostbite https://media.contentapi.ea.com/content/dam/eacom/frostbite/... and Unreal Engine https://blog.selfshadow.com/publications/s2020-shading-cours...

Re: My Room in 3D

#30
Looks really good. I was thinking about doing something similar for my house, but using my 3d engine and a first person camera, so people could walk around. What is the polycount for this scene? Looks really smooth
Post reply on HN