final render image in jpg format

Flying Chains And Dandelions

I made this image because I wanted a final render that shows off lighting + atmosphere with a mix of different materials and props. I originally thought about doing volumetrics/subsurface, but I changed direction and built a simple room scene where the main action comes from small details like the dandelions, chains and uniform fogs.

The goal was a calm but slightly weird mood: soft daylight coming through the windows, and fog so the light rays feel present. Some details are easy to miss, like the thin dandelion parts that rely on alpha masking but not real geometry, the bloom glow around bright areas.

Group members

Features

Alpha Masking

Description: Uses a mask texture to let the light pass through some parts of the objects.

With alpha masking.
Without alpha masking.

Summary of Implementation:

The Biggest Challenge In Implementation: Biggest challenge was this bug where I needed to revert the intersection if intersection was rejected. I was only reverting the Intersection.t but whole struct needs to be reverted. It took a while to find this bug.

Bloom (Post Processing)

Description: Creates glow around the bright areas in the image.

With bloom.
Without bloom.

Summary of Implementation:

The Biggest Challenge In Implementation: Tweaking with the parameters of the gaussian blur.

Normal Mapping

Description: Modifies the normals of the surface using a texture without adding geometry.

With normal mapping.
Without normal mapping.

Summary of Implementation:

The Biggest Challenge In Implementation: The biggest challenge was dealing with the different coordinate system conventions. I did trial and error to do the correct transformation. The y coordinate needed to be flipped for example, otherwise, it looks like the brick dented inwards and shadows are in the wrong place.

Image Denoising

Description: Removes noise from the image.

With image denoising.
Without image denoising.

Summary of Implementation:

The Biggest Challenge In Implementation: Setting up the OIDN library.

Statistics (Render Time And Hardware)

Property Value
Render Time 2 hours 46 minutes 14 seconds
Cpu Intel(R) Core(TM) i7-10875H
Samples Per Pixel 669
Resolution 1920x1080
Geometry 1.114.406 vertices, 1.812.179 triangles

Description of the process

Early concepts

Before starting the project I had these two sketches thinking that I would either implement volumetric rendering or subsurface scattering: final-project-sketch.png final-project-sketch-2.png

These are some of the reference images for those: mafia DE loading screen mafia DE loading screen matble statue hitman

Then I ended up not implementing neither of those features so I abandoned those ideas. I implemented alpha masking so I thought something with leaves maybe confetti flying around would be nice to have in the scene. So I sketched this:

Kind of like a terrarium. I started looking for assets. I found a dandellion model with a vase but couldnt neither confetti or fireflies or something similar. I tried to model it myself but failed. And in the process I found other assets and end up having the scene that I had. I looked for 3D models like church or interior of old european buildings, palaces, castles but their interior were to detailed that I thought that it would violate the rule that rendering of a single asset is prohibited. So I modeled basically a cube with couple windows with the knife tool in blender. I wanted to have various kind of surfaces in the scene. There is an emissive surface, a dielectric surface, uniform fogs.

Renderings of intermediate steps and variations final rendering

Emissive surface in a closed room

The final scene starts to form

Scene felt dark so I added more windows

Scene still felt dark so I added more windows to the back and sides of the cube

It felt too bright so I closed some of the windows back. I change the angle of the sun and also I wanted to see the light rays so I wanted to fake it using a semitransparent plane.

It looks fine in that image here but it doesnt look fine in the denoised image. I thought I was saving denoised images but it turns out I wasn't :(.
So I switched to uniform bounded fog instead:

Again in the noisy image the difference is not obvious but in the denoised image the difference was quite obvious.
It is not noticable in the noisy image but there is a very clear line at the boundary of the volume in the deniosed image so i beveled the edge of the volume thinking that i would get rid of the edge.

It didn't quite work the way I want it to work so I eventually removed the horizontal fog.
There is also little ambient fog in the scene.
I played with lighthing paramters a little bit.

The scene felt empty so I added more props.

Played around with bounded volume parameters.

I still thought scene was a bit empty and was missing some action so I added chains as if they have tension and moving around.

I thought that the table was too dark. So I added desk lamps on the table.
I took the first high resolution and high sample count render.

Some textures were wrong and some normals were wrong. I fixed them and took the final render.
final render image in jpg format

The final version has denoising and bloom applied to it. This is the version with tonemapping applied:

I liked it more without tonemapping.
These is the image without any postprocessing.

Off screen buffers (albedo and normal):

References to Third Party Assets

Description Link Author
Leaf image. Used in alpha masking demo https://opengameart.org/content/giant-fern-leaf FabinhoSC
Brick texture. Used in normal mapping demo https://www.poliigon.com/texture/dragfaced-running-bond-brick-wall-texture-beige/7466 -
Dandelion glass vase flower https://www.blenderkit.com/asset-gallery-detail/2adff2c5-bb7d-488a-9b17-7ecb92832fd3/?query=dandelion+vase flower+order:_score Soran Mohammadi
Runic platform https://skfb.ly/6UoCI Rookster
Gothic Coffee Table https://polyhaven.com/a/gothic_coffee_table Ulan Cabanilla
Cow Skull https://www.blenderkit.com/asset-gallery-detail/a37f703c-8986-4488-8053-b47422a87175/?query=cow+skull+order:_score Alexander Handjiev
Apple https://polyhaven.com/a/food_apple_01 Oliver Harries
Wooden Axe https://polyhaven.com/a/wooden_axe_02 Ulan Cabanilla
Pears https://polyhaven.com/a/food_pears_asian_01 Amal Kumar
Dartboard https://polyhaven.com/a/dartboard Satyaki Mandal
Iron Chain https://www.blenderkit.com/asset-gallery-detail/121024dd-9b7d-4b7b-80c0-2b78ba84a1d4/?query=iron+chains+order:_score+availability:free Arfat Ikhte Rohman
Little Chains https://sketchfab.com/3d-models/chains-12mb-a3fa93c602734c5cb5ecde09fdfa4096 Mehdi Shahsavan
Desk Lamp https://www.blenderkit.com/asset-gallery-detail/6f5f2494-6d00-4d87-80a6-6fc1aeaf1389/?query=desk+lamp+order:_score Free poly
Brick Wall Texture https://polyhaven.com/a/brick_wall_10 Dimitrios Savva