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My Room in 3D

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Re: My Room in 3D

#71
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…

> There is sun, which is slightly yellowish

The sun light is white during the day, otherwise, anything white would appear yellow.

Re: My Room in 3D

#76
post #27

Earlier quoted context omitted.

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…

> There is sun, which is slightly yellowish The sun light is white during the day, otherwise, anything white would appear yellow.

No, the white color of the sunlight is an illusion. It actually is yellowish, but our vision adjusts for that. We basically have a kind of adaptive white balance. The spectral intensity is mostly that of blackbody radiation, which peaks in the yellow part of the spectrum for our sun.

Re: My Room in 3D

#77
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…

The #1 best "Blender tip" (that also applies to computer graphics in general), is that by default it is horribly incorrect with its treatment of colour spaces and especially gamma/tonemapping. Rather than me clumsily explaining with text how to get this right and have your artwork "pop" with very little effort, watch this video titled "The Secret Ingredient to Photorealism": https://www.youtube.com/watch?v=m9AT7H4GGr…

For color picking, I have just released two new color spaces based on Oklab, trying to improve on HSV and HSL. You can try them and compare with other options here: https://bottosson.github.io/misc/colorpicker/

Re: My Room in 3D

#78
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…

Don't be daunted, it just takes time. You'll get faster at it with practice, but the first step is simply brute force, or at least it was for me. Take a picture of something simple, recreate it in 3D with exacting detail. When something doesn't match you drill down, find the optical phenomenon that you weren't modeling correctly, and fix it. That's it. There's no shortcut to being good at this stuff, you just have to…

The things that you list as shortcuts aren't actually shortcuts, but the best tools for their respective jobs.

To put it differently: this is what renderers were aspiring to from the start, but couldn't quite reach initially in real world applications because if a severe lack of computing power. So, for the better part of three decades, computer graphics relied on ugly shortcuts that required laborious workarounds from skilled artists. With the right tools you just don't need a lot of them anymore.

Re: My Room in 3D

#79
If you're looking to learn how to make this kind of scene, I highly recommend Bruno's Three.js Journey course.

Disclaimer: I had the pleasure of having Bruno as an IRL teacher for some time ;)

Re: My Room in 3D

#80
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…

The lighting is completely prebaked in this scene. The shadow of the chair isn't animating. You can see the shadow of the armrest remain atatic on the table.

If you can, go for global illumination over abient occlusion if you want a realistic look. Ambient occlusion is a pretty rough approximation of diffuse light from the surroundings. A proper global illumination rendering captures the same effect more accurately. You get a lot of subtle hues in the lighting which instantly make even flat single color surfaces more interesting and real.

You can also go over board with your materials, adding texture maps for roughness and normals, which vary how the surface reacts to the light. There are plenty of free materials out there that demonstrate what I mean. But good texturing is a topic all of its own, with its own tools and processes. If you start to add textures, my advice would be to keep them really, really subtle. The amount of variation you really need is a lot less than you would probably think.

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