When the characters were finished it was time to think about some environment. I started with placing of (primitive) simple objects on the scene. I do this all the time when I create a scene.At the beginning, I placed simple objects on the scene and set up the lighting. When I was satisfied I started to place there high poly models. Some of them were modeled only after the lights were set up. In this case there is skylight and one rectangle light with areashadows from top right as you can see below:
Here is render without textures and materials.
Materials
All materials are fr-advanced type. Especially I want focus on reflections Grey big sphere has fr - advanced material with 1,5 IOR and checked Fresnel.
Sphere 1 is standart material with white in diffuse and 100 self illumination.
Sphere 2 is just like Sphere 1 but in diffuse slot have output map and
RGB level 5,0. Standart value is 1. Change to 5 will has effect on reflection on big Sphere. As you can see reflection of sphere 2 is more brighter then reflection of first one.
Sphere 3 is just like sphere 2 but RGB level is 10 and that means brighter reflecion on big one.
3DTotal
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And why I talking about it? I have one self-illuminated plane in scene which can be seen only in reflection. Actually I don't like specular same way like ambient. I'm using reflection as in real world. In real world there is no speculars only reflecions. I know that reflections have higher hardware requirements but in animations I'm using them.
Rendering
I used Final Render Stage-1 for Rendering. 4/16 samples for Anti-aliasing and 16/64 samples for bottom of image because of floor. With 4/16 there was still sharpen edges so I used 16/64 samples and render such a bottom part of image as region. I'm using Catmull - Rom or Mitchell - Netravali AA filters. There are 128 samples for skylight and for rectangle light.
Postproduction
As you can see there are color , brightness / contrast corrections. These were done because I wanted to achieve deep, portrait looking picture with some feel inside.