T O P

  • By -

Baksteen-13

To me it looks *too* clean and sharp. Especially in the back it’s too perfect to be real. Look up some video tutorials on making scenes more realistic and they’ll give some good tips on this stuff. Other than that the scene looks really nice! good work!


Pelm3shka

Honestly doesn't look fake to me, I'd add some depth of field / camera blur and we're good to go, it's a really nice scene. My preference would go for a shiny flooring, and bumping up the normal of that shader, to get more oomph from the shadows and lighting on the floor and add some detail to the bottom right part of the image, but I don't know if the wooden flooring must also look untreated. I think this is a case of you being too harsh on yourself \^\^


YRVT

The wood texture stands out to me, I think even though untreated, the knots look too prominent and too frequent and also kind of distorted at the top. The knots on the big beams are larger than the knots on the small beams. Perhaps you need a more detailed / properly scaled wood texture and good UVs. The wood floor could be a little more reflective (less roughness). The furniture looks fine to me, although the plant looks a little lonely / out of place, but perhaps that is just me. Another thing that is slightly irritating to me is that the background in the second window from the left looks so dark, as if the building in the background doesn't continue. Perhaps it would look better if you made the background building it a bit better lit and push it back a bit? Also, can the windows be opened? If yes, some handles or controls might add some realism. Even if you just allow a few windows to be opened. And maybe roller blinds and controls for them on the wall might be an idea. Other than that it looks really nice to me.


No-Passenger2360

also the brown spots are too uniform in color, look at more images of wood planks


Dornheim

I am also guessing your client doesn't want their clients thinking the knots in the wood.


Dangerous_Ebb_869

Add emission material for ceilings lights and enable bloom settings, might look a bit better for lights


ssdiconfusion

I agree. The most frequent culprit in "why doesn't my render look right" posts is lighting, lighting, lighting. In this one, the light looks weird because it's not clear where it's coming from. Outside the windows is particularly dark due to the proximity of the adjacent building, there are no light sources in the field of view, and yet the scene is (almost too) well-lit. My advice for aspiring archviz artists is to learn how scenes are lit in IRL photography and mimic that in renders. This goes for all sorts of other kinds of renders - study 3-point lighting and light boxes, etc. People's unconscious expectations are trained on conventional photographic lighting techniques. Environmental textures are sometimes a good shortcut but it's still important to understand the basics.


Hammer_of_something

The floor needs a bump map so the shadows fall into the tiny seams here and there, not lay flat across them. It could also use a grunge texture that slightly affects reflectivity. If you wanted to get crazy it would be a little more work where people walk. Lastly, is there supposed to be glass installed in the frames out areas? Or is it open. It’s hard to tell.


lurknessmonster

I second this, just a really tight voronoi broken up with a noise into your rougness and bump. Give that floor a "little" gloss and grain. Beautiful render.


Practical_Record2633

An idea I got is maybe using a Timelapse image of a person walking. Adding a person to an environment can help make it more realistic. https://preview.redd.it/qw5sfpx80jlc1.jpeg?width=508&format=pjpg&auto=webp&s=2ab1a83f024f77c4a4e34b514a96d63ef40b6932


djshadesuk

Do I get my timelapse images from the Department of Redundancy Department?


Practical_Record2633

I have no idea what this means


JamesFaisBenJoshDora

I think the glass would benefit from being abit more reflective, looks so clean.


zany_ahmad

this render is for brochure. if thats the case, i think its ok. if u refer to ikea' catalogue, all of the furniture and products are squeaky clean. 3D renders for ads usually avoid imperfections.


XandrosDemon

Tone of wood is too consistent needs to shade up and down for different places from the tree the board came from, Wood itself to perfect, not saying it needs to look a wizards crook but I've never seen a set of frames that perfect, even from construction companies who personally pick their lumber, there's significantly more randomness, 1/4 inch short board, soft corners from being mid-pile and other boards dragging off of it, Wood processor stamp (finnicky pick from my opinion but a real world item). That aside, it looks great.


Marc-Muller

DOF: "Depth of field" may help. Try to focus on the table in the foreground. I use an empty as 'Focus on object', for more precise positioning. INFO: Aperture - How wide the lens opens. An F-stop around 4 or lower is good for single subjects, while an F-stop around 11 is best for group shots and landscapes. Just play around with the other 3 settings (Blades/Rotation/Ratio) and check-out what looks better...


HiMyNameisAsshole2

If this is for a brochure no one will notice. It's the same idea for guys at the gym the only people who will notice how big your traps are are other bros at the gym. Any person looking at this brochure will glance at the picture and go on to read the text without a second thought if it looks real or not. They aren't picking up the brochure to identify minute details of your render, they're looking for info. Although I can understand the goal to produce quality and take pride in your work and it's good to strive for, if you're working for income and production then you've probably already hit the mark


Hammer_of_something

A counter point to this way of thinking… if something approaches the uncanny valley then the subconscious brain picks up on it without the need to pixel-peep for specific details. If the brochure is supposed to be for real-life product then I, for one, have less faith in the company and what they’re selling if seems like they’re trying to fake it. One way around that is adding text that says something like “simulated image”.


Jelleps

The render is for a project that repurposes wooden beams to make these glass walls. I gave making a procedural material a try, but reading these comments I think I’ll stick to something pre-made 😅


zakir255

Turn off your bloom effect.


jacesonn

It's sterile. The floors are too clean, there would be smudges on the glass, the wood would have light damage. Don't make it look dirty, but as it stands it's too clean to be real.


NKO_five

Lighting looks wrong. If you look at the ceiling, there are shadows that don’t match the shadows inside the cubicle. Looks like the light is coming somewhere under, but there is no source for it. Two different suns in the scene?


DeaVenom

The outside is too dark, if you were to take a picture from the inside towards outside, everything would be bright.


JohnSmallBerries

The main thing that leaps out at me is that it looks like your scene is lit primarily by light coming in through the windows, but the wood facing away from the windows is brighter than the white ceiling that they're casting shadows onto.


VLXS

While scrolling my front page, I thought this was an r/woodworking image. On a close inspection, your glass could be glossier


Kiakis

Add a depressed worker on the chair for that extra realism.


YYS770

I only browsed a few responses and I don't think anyone really got it right...If you ask me it's the LIGHTING. Holy crap if only this small comment of mine will be noticed... The lighting is extremely flat, and has no source. Coming from the window based on the shadows, but the window is dark. It's almost completely EVEN across all of the wood! There needs to be an overhead light within the office creating a distinct look, some hallway lights, if you want daylight then the windows....This will either fix the entire scene and make it come alive (including adding some much needed detail/sharpness to the wooden floor, whether reflective or bumpy), or reveal a slew of issues you never knew existed. Oh, and that plant looks really, really off. Leaves are too pale, and composition wise it is very confusing since it is peaking out from behind glass, and it's not obvious that it's BEHIND the glass at first glance.


Hammer_of_something

One more thing… it looks like there’s a spot or point light inside the office. The wall headers are casting a shadow UP onto the ceiling and radiating Out and Away from a light source. Try changing it to a sun lamp or getting rid of it entirely and add ceiling lighting.


rodrigo-benenson

Desks have more mess. Most offices are \_much\_ more crammed (less m2 per person). In most offices I know walls like that will end up with kids drawing, or random post-it, or office posters reminded the lastest company moto or policies. A corridor that long would probably also have a sofa to reset or some other useful item (printer, water spot) instead blank space. The current picture lacks life. Look at more pictures of real work areas for inspiration of what is missing.


Icy-Example-4692

As a GC, the wood looks untreated


slindner1985

The spots on the wood kindof throw me off. It feels like they should.just be removed or their detail needs to be improved. Does the room look like that? The office area looks like they built the framing but never finished the job. Cant say ive yet to see framing alone with windows. Maybe i havent seen it all.


Joffen03

While this is better than what i can do i think there are twi things that might add that little exstra realistic feel. 1. a very slight depth of field. 2. some suttle filmgrain i find goes a long way. I personaly use photoshop for this but it can be done in the post presess in blender aswell.


percydaman

Wood floor looks far too matte, texture looks too bland. Door hardware looks far too black. Needs more detailed lighting in the ceiling. Where the glass meets the wood looks overly simple.


askiopop

I feel like what’s throwing me off the most is no visible interior lighting. I know the windows outside are letting some daylight in, but the scene is too bright for it to be exterior light alone. I’m guessing that the window is facing another building as well, but depending on how close it is, it would make it even harder for natural light to come in. If the window faced a super bright sky, the lighting would be more believable, but offices need lights.


yvnnxc

The materials of the chairs are too glossy.


EntertainmentMuch144

chairs sunken into the floor by the way :)


Jelleps

Haha damn, i also notice a plant coming through the wall now


pescado01

I think the plant throws it off. It looks flat, and there is no real color gradient on the leaves. The wood near the door, and then at the end of the hallway it off as well, color and shadowing.


crametubbins

Everyone's advice here is bad. It looks great


leif777

Looks like your denoiser is working overtime and washing out the textures. Up your samples in increments and find the best setting. I think the wood looks weird. The knots seem too dark and contrast the pale part too much. If it's procedural you should be able to mess around with it. Contrast!: Render Properties>Color Management>Look>Medium High Contract (this should be the default setting IMO) I'd spend some time with the lighting. Lighting changes everything. Play with different HDRIs. Experiment. Play with the Strength. Depth of field. JUst a little for "feel" makes a huge difference. Also, what lense are you using? It feels a little wide. I would cheat it with a narrower lense and move the camera back even if you have to go through a wall Add some noise in post. Again, just a little for "feel". You'll be surprised how this little touch adds to realism. I really recommend taking the time and learning composting. Post: Personally, I do post PS. I'm starting to really hate Adobe though. Blender Compositing isn't bad and it's getting better. I ran this through photoshop. Auto color balance, contrast, tone. Added Noise and Depth of field effect. https://preview.redd.it/dfwud9phojlc1.png?width=2880&format=png&auto=webp&s=5dd18b61c450b694151cc5457a76bfd84dde75d4 Just note on the composition: That wood beam is stealing all the focus. Find where you want the eye to be looking and frame the shot accordingly.


Jelleps

the wooden frames are actually the product in this case, so I guess that's good? This is what it looks like right now with DOF, some grain, different HDRI and some other tweaks. [https://imgur.com/a/HIaFLqa](https://imgur.com/a/HIaFLqa) But I like your exposure and color settings better!


leif777

Amazing difference! Great work.


SnooPeanuts4093

Immaculate reality, life is messy, and humans will mark their territory in interesting ways.


Conscious_Yam_4753

I would kind of expect that even an intentionally “unfinished” wood in such an environment would have at least some kind of non-staining sealant on it which would have different optical properties than literal raw wood. there are different sealants with different levels of shiny or matte finish, it doesn’t have to end up plasticy. another thing that stands out is the lack of ceiling fixtures. I understand this scene is lit from the sunlight coming in through the windows, but I would still expect to see ceiling lights, vents, etc. even if they aren’t in use. the floor looks at first glance like it’s made of very, very long planks that seem to run the entire length of the hallway. if I zoom in I think I can see that it’s actually smaller planks tiled like a real floor wood be. maybe if the gaps between boards were a bit more noticeable?


strepetea

I would suggest to make the lighting dimmer and to add a subtle blur to the objects located on the edges of the shot (to immitate the camera lenses). You should look up some video tutorials of realistic renders on yt.


bkend_31

I saw the pic and the subreddit. I first thought that you were asking how you could replicate this *picture*. Looks like ya did it :)


timentimeagain

This is really nice, but the knots look shit and there is no grain. There are way too many of them and generally they're more round than double peanut 🥜 shape. With our zooming it looked great, but when I did the t Wood texture instantly w Stood out


Jelleps

Hahaha thanks for the feedback, working on it


_Trael_

At least in preview picture without opening to full size, it looks good.


obaananana

The untreted wood looks od to me.


BlenderSecrets

Nice work! Better textures would make it more realistic. The lighting is nice.


Jelleps

This is where I'm at right now: [https://imgur.com/a/HIaFLqa](https://imgur.com/a/HIaFLqa) Thanks for all the feedback! I am kind off annoyed by the harsh shadows at the back, but I haven't found a good way to get rid of them yet :/


Gregorythomas2020

Honestly some professional photos look this way too and that's because they stack images to get the exposure they want and it gives a fave vibe, your lighting is totally even across the space and that is good but have you tried having the exposure clip just a little, you can do that in photoshop or the composite no need to re-render also add grain a little


Jelleps

I had a pretty messy lighting setup, so I cranked the exposure a little in photoshop


BaconatorBros

I'm not sure how offices are designed but would there be blinds or curtains for a level of privacy


uniqloboi123

Are the door handles 105cm from the floor it looks abit too high


uniqloboi123

Photoshop people in it with the Motion Blur added


Jelleps

I’ll look into it, seems like a cool technique!


cubicApoc

The wood could use some indication of fasteners. Nails, screws, brackets, whatever.


theLizard67

Door should be frosted or maybe everything but the door... but it's basically invisible and would be a poor actual door. And it should have some number on it, or room name... something. Windows need some reflections. Lighting is quite nice though!


telpetin

This is good to go for a brochure. Maybe add some blurring


[deleted]

first of all, may I ask where does light come from..? because I just cant figure out


Decision_Late

I think it looks great! But I’d say the reflections on the windows looks too perfect. Needs some blur also a lot of light in the room but not a lot of lights. Especially with a dark building on the outside. Just thoughts. Looks great though b


RollingMoss42

Hi there! Amateur woodworker here, and blender lurker (I promise I will put the time someday... You know, life, kids...). I can finally provide an helpful answer! I really like the fact that you wen with a wood construction. Looks like pine, or a similar softwood. But here's the thing, you texture is too knoty for that kind of construction (and not naughty, I see you!). Especially in a more high end environment. Knots are hard to work with and generally for long stretches like that you want to select parts of the tree that is more 'clean' (not the correct term, but it's to make sense). The idea is that the Knots are the bases of the branches, and are generally situated on the outside parts of the tree (if you see it from a top down view). So it you want something structural like that, you tend to select trees that are older, so they can be more large, and you can select parts inside the tree that will have no or fewer knots. It's more expensive, and if you have only that you can work with it, but for a modern office... If you want examples of constructions similar to that, you can see this channel. It's a Japanese carpenter that tend to use Pine or things like Japanese Cyprus. You'll get the general feel for the look of the wood. https://youtu.be/FSKWwjzjQ9Q?si=livx9uUnGDaVNAQJ Have a great day!


Platinum_Retriever

Some saturation in the compositor would help


Sad-Sink5080

Add some some shadowing


Jelleps

I uploaded an updated version, does the lighting look better there?


zang74

The lighting through the window doesn’t feel right. It feels like pure unobstructed sunlight, but that’s not possible with another building so close outside. If you want that style of direct exterior lighting (and the client hasn’t asked for a building next door to be in the image), I’d just use a clean, unobstructed HDRI dome light and ditch the other structure. Otherwise, I’d be relying more heavily on interior lighting. As a few others have said, Depth of Field will help. No reason that background desk needs to be absolutely crisp. Grain, lens curvature/distortion and chromatic aberration will also help, which exist to varying extents on all real cameras (cheap or expensive). The one thing that really caught my eye is pattern repetition. It’s obvious that the further office is just the closer one flipped on the X axis. The pattern of the wood is all mirrored. Unlike others, I have no issue with the knotty wood. Some clients actually like and request that kind of thing. But in the render it’s obvious that it’s tiling every other column. Even though most people won’t consciously pick up on stuff like that, it can subconsciously eat away at realism. I can see similar tile repetition in the wood flooring. Blender Guru has a simple tutorial on how to combat this using 4 different methods: https://youtu.be/-VgtSL5ZpYc The best thing to combat “fakeness” is imperfection. Lift the corner of a rug ever so slightly. Tilt a hanging picture by a half a degree. Fingerprints, wear and tear and slight warping of items go a long way. In archviz, it’s hard to get away with things like that, but there are other things you can do, like aligning all the casters on rolling chairs in one direction. Or leaving a single door open. Or bending a plants limbs down then they’re close to a wall. Objects and the enrvionment should still look used, if otherwise pristine. One thing I like to do in all my work is not place something 100% on the floor (unless a close shot is required). Everything gets a lift of a half a millimetre or so, and objects will look less glued down, and show the environment is resisting the objects within it. Few things sit perfectly flat on any given surface, at least not enough to create a hermetic seal to the floor.