[Released] European Style Apartment [Commercial]

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  • StrangeFateStrangeFate Posts: 806
    edited November 2018

    Forgot: NIGHT SCENES

    If you're using the included night scene, all settings will be already set properly. Depending of how much light polution you want you can play with the Emissive window sliders.

    If you're using the single rooms saved as Sub-Scenes to create night scenes, the default window emissive settings won't work, you'll have to either lower the emissive amount with the 2 sliders or ideally apply the night materials included for the window emissives, which change the day colors (Cold/Warm) to dark bluish night tones.
    Just selct the window, and in the materials folder of the product there will be materials for the large and small windows, named EuroApt Windows Large - Night Light Preset and EuroApt Windows Small - Night Light Preset for the small windows.

    If you're using the complete Night scene, then the materials are already applied to all the windows and the slider values are adjusted for a basic night setting.

    Post edited by StrangeFate on
  • barbult said:

    Thank you for all the information! Your support is as good as the product. yes

    Here is my large bedroom render. I keep discovering things in this product. The duvet is set up for dForce!!! Here I simulated it over a sleeping Vladimir. I like playing with shader presets, so I switched up a few textures for fun. I added or swapped a few props, too. 

    Sleeping In

    Hey I like what you did with the place!

    He's probably wishing he had lowered the window blinds  :)  

     

  • barbultbarbult Posts: 24,245
    Thanks, I'm working on the office now. It is coming along great. I was too lazy to fill the empty shelves, so I swapped them for a filled bookcase from the reading room. I'll post it when it is done.
  • barbultbarbult Posts: 24,245

    Here is my office render. I have a tendency to keep adding stuff until my graphics card blows up. I substituted my own artwork for the pictures on the wall. The list of items used is in my Gallery.

  • That looks really good Barbult, love all the dog toys lying around and the bird on the window!

  • RainRain Posts: 335

    I just wanted to show that I did light up the bathroom ;-)  I never finished rendering it so it's a bit noisy, but my computer started to make weird noises and I was afraid DAZ was going to crash so.....As for the pile of TP, I had done a picture of the bathroom and forgot to put any TP on the roll, my friend made a comment abuot the lack of it so I added lots.

     

    Eur Apt Bath copy.jpg
    1626 x 1257 - 1M
  • barbultbarbult Posts: 24,245
    spuffy said:

    I just wanted to show that I did light up the bathroom ;-)  I never finished rendering it so it's a bit noisy, but my computer started to make weird noises and I was afraid DAZ was going to crash so.....As for the pile of TP, I had done a picture of the bathroom and forgot to put any TP on the roll, my friend made a comment abuot the lack of it so I added lots.

     

    Wow, that looks great! I love all the extra stuff you added. It makes it look lived in, I'd love to see more scenes like this.

  • RainRain Posts: 335
    barbult said:
    spuffy said:

    I just wanted to show that I did light up the bathroom ;-)  I never finished rendering it so it's a bit noisy, but my computer started to make weird noises and I was afraid DAZ was going to crash so.....As for the pile of TP, I had done a picture of the bathroom and forgot to put any TP on the roll, my friend made a comment abuot the lack of it so I added lots.

     

    Wow, that looks great! I love all the extra stuff you added. It makes it look lived in, I'd love to see more scenes like this.

    Thanks!  These are my favourite kinds of scenes to do...and that's why I love this set.  I'm working my way through the rooms.  Here's the hallway.

     

    Eur Apt hall Best 2 copy.jpg
    1626 x 1257 - 1M
  • barbultbarbult Posts: 24,245
    spuffy said:
    barbult said:
    spuffy said:

    I just wanted to show that I did light up the bathroom ;-)  I never finished rendering it so it's a bit noisy, but my computer started to make weird noises and I was afraid DAZ was going to crash so.....As for the pile of TP, I had done a picture of the bathroom and forgot to put any TP on the roll, my friend made a comment abuot the lack of it so I added lots.

     

    Wow, that looks great! I love all the extra stuff you added. It makes it look lived in, I'd love to see more scenes like this.

    Thanks!  These are my favourite kinds of scenes to do...and that's why I love this set.  I'm working my way through the rooms.  Here's the hallway.

     

    Another great one! I haven't rendered either the bathroom or hallway yet. I like the addition of the animals, too.

  • barbultbarbult Posts: 24,245

    Here is a corner of the kitchen,

     

    EuroApt Kitchen Sink Suds_002.jpg
    2000 x 1500 - 2M
  • RainRain Posts: 335
    barbult said:

    Here is a corner of the kitchen,

     

    Oh, that looks great!  Once I get the lights working I’m looking forward to adding about a 100 props to it ;-). I love your office render, I think that might be my next project. 

  • StrangeFateStrangeFate Posts: 806
    edited November 2018

    Love all the clutter in those images!

    We submitted a fix for the overblown kitchen default settings, so if it all goes well there'll be an update soon for the product.

    Post edited by StrangeFate on
  • RainRain Posts: 335

    Love all the clutter in those images!

    We submitted a fix for the overblown kitchen default settings, so if it all goes well there'll be an update soon for the product.

    Yay!  I’m excited to start cluttering up the kitchen ;-)

  • barbultbarbult Posts: 24,245

    The update is available now. I rendered this before I had the update, though. I dialed down the two window emissive objects as recommended in this thread. The list of items used is in my Gallery.

    Coffee Break

  • RainRain Posts: 335
    barbult said:

    WThe update is available now. I rendered this before I had the update, though. I dialed down the two window emissive objects as recommended in this thread. The list of items used is in my Gallery.

    Coffee Break

    Love it!  I’ll have to go and download the update.

  • nicsttnicstt Posts: 11,715
    spuffy said:

    Love all the clutter in those images!

    We submitted a fix for the overblown kitchen default settings, so if it all goes well there'll be an update soon for the product.

    Yay!  I’m excited to start cluttering up the kitchen ;-)

    It's completely awesome.

    My kitchen at home needs tidying; this one I just delete and reload. :D

  • barbultbarbult Posts: 24,245
    edited November 2018

    I noticed something strange. The Kitchen ceiling light blocker has Daz Studio Default shader. All the other ceiling light blockers are Iray Uber and are emissive. [Edit: I see not all are emissive, so I am even more confused.] Is there a reason the kitchen is different, or is it an error? I don't understand the idea of a light "blocker" being emissive. Can you describe its function in the scene, please?

    I also noticed that the other large windows (other than the kitchen that was just updated) still have the high emissive Pose Control values. Should those be changed, too?

    Post edited by barbult on
  • Barbult - Good find. I have no idea how the emissive values got there. I'm doing a pass right now, removing the emissive abd setting all Blcoker materials to be the same.

    For now, the kitchen blocker having the default material is just cosmetics, shouldn't have any negative effect. The emissive values on the others are verry low and I guess didn't hurt things either since they never caused us any problems so I wouldn't worry too much about them. If you're lucky it may improve perf a bit if you turn the emissive off, but since they never really get rendered during interior renders, I don't think much will really happen.

    I'll submit the fix later today.

    As for the windows, the values were meant to be like that by default (kitchen excluded) to mimic the light of a sunny day. In theory, the office window could be set lower to simulate the sun coming through the livingroom and bedrooms side, while the kitchen and office side are in the shade, but Iray does better with more light, and the sun light source hitting the bedrooms and Livingroom makes for enough contrast between the 2 sides.

  • barbultbarbult Posts: 24,245
    edited November 2018

    @Strangefate, I really appreciate that you are monitoring this thread and responding to questions. While you are looking at the light blockers, I have another related question. The living room light blocker seems to be a simple plane (no height), but the kitchen light blocker does have size in all three dimensions. Since I still don't understand what the light blocker purpose is, I was wondering about the significance of the difference in geometry.

    In my latest image, I started with my Coffee Break scene. In this image, I tried the idea of creating my own room configuration by moving various rooms around. I moved the living room next to the kitchen, hid the kitchen wall, used the kitchen wall shader on the living room wall, opened both doors, deleted both floors and added a plane textured with the kitchen floor shader to give them a unified look. I added a bunch of stuff, including two cats and retextured some other things. I turned off the visibility of both light blockers, because I couldn't see that they made any difference in my scene, and the living room one was lower than the kitchen one and showing in my render. 

    Coffee Break 2.jpg
    2000 x 1236 - 2M
    Post edited by barbult on
  • RainRain Posts: 335
    barbult said:

    @Strangefate, I really appreciate that you are monitoring this thread and responding to questions. While you are looking at the light blockers, I have another related question. The living room light blocker seems to be a simple plane (no height), but the kitchen light blocker does have size in all three dimensions. Since I still don't understand what the light blocker purpose is, I was wondering about the significance of the difference in geometry.

    In my latest image, I started with my Coffee Break scene. In this image, I tried the idea of creating my own room configuration by moving various rooms around. I moved the living room next to the kitchen, hid the kitchen wall, used the kitchen wall shader on the living room wall, opened both doors, deleted both floors and added a plane textured with the kitchen floor shader to give them a unified look. I added a bunch of stuff, including two cats and retextured some other things. I turned off the visibility of both light blockers, because I couldn't see that they made any difference in my scene, and the living room one was lower than the kitchen one and showing in my render. 

    Excellent, barbult!  I haven’t put rooms together, not sure my computer could handle that, but I am so impressed with this.  I am so in love with this set, I can’t stop playing with it.

  • barbultbarbult Posts: 24,245
    spuffy said:
    barbult said:

    @Strangefate, I really appreciate that you are monitoring this thread and responding to questions. While you are looking at the light blockers, I have another related question. The living room light blocker seems to be a simple plane (no height), but the kitchen light blocker does have size in all three dimensions. Since I still don't understand what the light blocker purpose is, I was wondering about the significance of the difference in geometry.

    In my latest image, I started with my Coffee Break scene. In this image, I tried the idea of creating my own room configuration by moving various rooms around. I moved the living room next to the kitchen, hid the kitchen wall, used the kitchen wall shader on the living room wall, opened both doors, deleted both floors and added a plane textured with the kitchen floor shader to give them a unified look. I added a bunch of stuff, including two cats and retextured some other things. I turned off the visibility of both light blockers, because I couldn't see that they made any difference in my scene, and the living room one was lower than the kitchen one and showing in my render. 

    Excellent, barbult!  I haven’t put rooms together, not sure my computer could handle that, but I am so impressed with this.  I am so in love with this set, I can’t stop playing with it.

    Thanks. I had to use Scene Optimizer to get it to fit in my graphics card. smiley

  • RainRain Posts: 335
    barbult said:
    spuffy said:
    barbult said:

    @Strangefate, I really appreciate that you are monitoring this thread and responding to questions. While you are looking at the light blockers, I have another related question. The living room light blocker seems to be a simple plane (no height), but the kitchen light blocker does have size in all three dimensions. Since I still don't understand what the light blocker purpose is, I was wondering about the significance of the difference in geometry.

    In my latest image, I started with my Coffee Break scene. In this image, I tried the idea of creating my own room configuration by moving various rooms around. I moved the living room next to the kitchen, hid the kitchen wall, used the kitchen wall shader on the living room wall, opened both doors, deleted both floors and added a plane textured with the kitchen floor shader to give them a unified look. I added a bunch of stuff, including two cats and retextured some other things. I turned off the visibility of both light blockers, because I couldn't see that they made any difference in my scene, and the living room one was lower than the kitchen one and showing in my render. 

    Excellent, barbult!  I haven’t put rooms together, not sure my computer could handle that, but I am so impressed with this.  I am so in love with this set, I can’t stop playing with it.

    Thanks. I had to use Scene Optimizer to get it to fit in my graphics card. smiley

    I keep forgetting that I have Scene Optimizer.  I’ll have to give it a go.

  • @barbult - The light blockers are as a precaucion to avoid light from outside leaking into the interior through some of the ceiling/wall seams. It shouldn't really happen as there's no holes, but experience has shown often enough that it still happens sometimes. Some of the light blocker meshes might be a bit different along the outer edges because the ceiling in question was broken up differently as in other rooms and the blockers didn't need to wrap around the edge in those cases.
    It shouln't harm to have them off. If you see a bit of light leaking through some of the ceiling edges, just turn them back on.

    I like the changes in that last image, looks like a completely different place!

     

  • RainRain Posts: 335
    edited November 2018

    I have never had so much fun with a purchase.  First kitchen I've ever had that didn't come out too dark and took hours of fiddling with lights to make it bright enough, this set is great right off the bat.  Thank you, Strangefate! Now if i could just get it to render without fireflies, but that's my computers fault.

    European Apt kitchen Mess .jpg
    1626 x 1257 - 2M
    Post edited by Rain on
  • barbultbarbult Posts: 24,245

    Branching out, I used several of the props from the European Style Apartment in this scene using the Cozy Dining Room. I used the window shades, the light switch, the fruit bowl and the pepper jar.
    The gallery has the list of products I used.

  • RainRain Posts: 335
    barbult said:

    Branching out, I used several of the props from the European Style Apartment in this scene using the Cozy Dining Room. I used the window shades, the light switch, the fruit bowl and the pepper jar.
    The gallery has the list of products I used.

    Looks great! Love the lighting as well.

     

  • barbultbarbult Posts: 24,245
    spuffy said:
    barbult said:

    Branching out, I used several of the props from the European Style Apartment in this scene using the Cozy Dining Room. I used the window shades, the light switch, the fruit bowl and the pepper jar.
    The gallery has the list of products I used.

    Looks great! Love the lighting as well.

     

    Oh yah, that is one more thing I used from the European Style Apartment (ESA) that I forgot I used. I used the daytime sun and render settings. I may have tweaked them a bit, but I don't remember for sure. I played around with it all a lot. I used ghost lights at the windows, kind of like the emissive surfaces that come with the ESA.

  • BinkzBinkz Posts: 42
    edited March 2019

    Nice, looks like the strangest creatures are finding a home :)

    I've been continuing to vintage-up some of the promos in PS, It seems relatively easy to make the renders feel more realistic with the typical old camera filters. Removing some saturation would help more with the effect, but kinda like seeing colors :)

    May I ask what postwork has been done on the second render here? (If you still remember) Intriguing how real it looks! 
    Much appreciated.

    Post edited by Chohole on
  • StrangeFateStrangeFate Posts: 806

    @binkz - I'm pretty sure I used the google nik collection plugin for PS. Don't remember the settings, but they're simple to use with good previews.

  • lilweeplilweep Posts: 2,490

    I hope you guys go on to make more content like this.  I see Roguey's store still only has this product.

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