|
Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: Designed with SH3D , Rendered in Blender » » » » Post: Re: Designed with SH3D , Rendered in Blender |
Print at Dec 16, 2025, 10:27:05 PM |
| Posted by sjb007 at Mar 15, 2022, 9:10:01 PM |
|
Re: Designed with SH3D , Rendered in Blender Please ignore if you are not interested in some friendly critiques. I'm not deliberately trying to hurt your feelings, but there are some problems here. 1. What's with the camera position? Tilted over and way too low. It makes it really hard to read the room. 2. I hope no one over the age of 25 ever visits, because those "sofas" are not at all practical as seating at that height. You're basically sitting on the floor. I'm also not sure why you need seating for 6 (or more) in a bedroom... 3. The sideboard to the left looks to tower over the sofas. Again, weird scaling/sofa height. 4. I have no idea what the plywood panel is in front of the sofas. 5. The lighting is confusing. It is difficult to figure out what the light source is, and how it is casting shadows. One sofa is in light, one is not. There are a couple of circular shadows that have no obvious source. 6. For a bonus, your bedside table geometry is intersecting with the bed geometry. My best guess for the light is that there is no ceiling, you've used a basic directional sun lamp, the far sofa is in the shadow of the back wall, and the circular shadows are pendant lights hanging from a non existent ceiling, casting shadows on the floor. Some advice (assumes you are using Cycles, not Eevee): 1. Add the ceiling in if you are trying to achieve a realistic look. 2. Use an HDRI or the Nishita Sky Texture to get more realistic external lighting, passing through the windows. Put portals (based on area lights) on your windows to focus the path tracer at these points to reduce noise. If the room is too dark, either increase exposure (use the Color Management section for this) to lighten everything, augment with additional interior lighting, or a combination of both. 3. (Ignore this bit if you are deliberately trying to get a strong perspective effect, but at least modify the camera position and rotation to make the room more readable.) Use a camera with the rotation X=90, Y=0, Z as needed. This makes vertical lines straight in your image. Then use the Location Z and the cameras Shift Y values to position the camera at a pleasing height. Personally, I'd want Location Z to be between 1m and 1.63m (roughly me eye height), and use Shift Y to ensure the image contains what I want if it is not already in the frame. 4. I can't tell for sure if you've used the denoiser or just set render samples to some insane value. Using external lighting to light a room will cause a very noisy image, so activate the denoiser if you haven't already. 5. Consider replacing SH3D furniture with better models (i.e. from BlenderKit plugin, or the myriad of online resources). The models in SH3D are basic geometry and textures. Better assets make a huge difference. I hope you find this helpful. And to give you an idea... here's one of mine that follows all the above, only using the external Nishita sky texture for a high summer sunlit sky: https://drive.google.com/file/d/1-MKPhsJOrvCN...1sHSTIw5/view?usp=sharing |
|
|
Current timezone is GMT Dec 16, 2025, 10:27:05 PM |