Creating interior design images

  Рет қаралды 6,108

Blender

Blender

Күн бұрын

We're going to see how to make a promo shot based on my workflow for focal length selection, depth of field, detailed texturing, and lighting.
"Creating interior design images" by Joni Mercado
Blender Conference 2022
2022-10-28 15:00 at the classroom.

Пікірлер: 23
@prrao97
@prrao97 Жыл бұрын
Amazing how much detail he goes into 🤩
@stefanguiton
@stefanguiton Жыл бұрын
Excellent work!
@3djimmy
@3djimmy Жыл бұрын
Love this artist, mad talented.
@peterlemon1385
@peterlemon1385 Жыл бұрын
Cool tips about the randomization for roughness & image textures for different instances of duplicated objects. Also the info about texture density being uniform across the whole scene was something I never thought of before! Nice presentation =D
@federicagallo3231
@federicagallo3231 Жыл бұрын
Awesome talk!
@vstreet7583
@vstreet7583 Жыл бұрын
A great presentation. Thank you. Dg
@lucasdmok
@lucasdmok Жыл бұрын
Grande Joni!
@lauigl
@lauigl Жыл бұрын
Capo Joniiiiii 👏👏👏👏
@Kram1032
@Kram1032 Жыл бұрын
Note on the Random output of the Object Info: This does work just fine if you need a single randomized aspect. But each instance has a single fixed random value. Adding multiple Object Info nodes will *not* generate extra random values. So randomizing more than that single aspect that way is tricky. You *could* probably filter the random value through a white noise node to essentially shuffle the randomness. But it's not gonna be quite the same as having an arbitrary number of random values available. If you need multiple aspects randomized, and can count on the objects to remain static throughout, you could instead use the Location and put that through a white noise. That way you get at least three possible extra random values, but as soon as the object changes location, it's going to also change its material.
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
I believe they actually fixed that, you need to use the object for that. It was mentioned in this weeks blender today video, if i remember correct. Otherwise the one from last week. He mentioned that the randomness would be sort of the same when instances. That's has been fixed
@Kram1032
@Kram1032 Жыл бұрын
@@RomboutVersluijs I don't think so. This is a different thing, if I'm not mistaken. What was fixed, as I understand it, was, that the instances don't share their random value with the object. But this is about there only being a single value per instance. That's not a bug per se, but rather a design limitation. However, you can use that one random number as a seed for noise which you then can use for more random values I suppose.
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
@@Kram1032 yeah later i thought, that's is also for geometry nodes. Not for shader nodes, i believe. But he has lots of randomness in his file, all together it looked pretty random to me
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
@@Kram1032 perhaps we or je can make a report about it, if they changed if for geometry nodes. Perhaps they can tackle this one as well
@grantrak
@grantrak Жыл бұрын
Buenísimo!
@malefico3d
@malefico3d Жыл бұрын
Felicitaciones Joni!
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
Curious why does not mentio reflection or speculat maps. Those are important as well, they work together with glossy or roughness maps
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
Pixel desnitu is a nice idea, but it only works when the details are in the same scale on each map, otherwise they will look still as weird and either to big or to small
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
He should use the context .enh when an instance is selected and shrink the empty there. His scene was total chaos and madness due to all the instances
@clearedgeinteriorsbranding2489
@clearedgeinteriorsbranding2489 Жыл бұрын
Awesome..
@thomasdrosdzoll7045
@thomasdrosdzoll7045 Жыл бұрын
I now saw this in quite a few tutorials already: Around 21:50min, when Joni switches to rendered view, the viewport does not look like it usually would. You know, this grainyness that slowly fades while the samples are rendered in real-time. It's not showing. Looks like a new setting. But I couldn't find it. And searching "blender grainy viewport" obviously lists a bunch of results, but only problems. Is there anybody who could help me on this? Am using Blender 3.3.0
@JoniMercado
@JoniMercado Жыл бұрын
That's the viewport denoiser in the render panel.
@thomasdrosdzoll7045
@thomasdrosdzoll7045 Жыл бұрын
@@JoniMercado Thank you so much :)
@RomboutVersluijs
@RomboutVersluijs Жыл бұрын
@@thomasdrosdzoll7045 i still prefer to use her GH Denise level. Letting the denoiser kickin from the start is Easter power. At least i think it is.
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