The initial idea was clear for me from the beginning. I am a
big fan of low poly models and scenes. I like how simple and
yet beautiful they look. I took inspiration from them and
wanted to create something similar. I am a big gamer, so the
choice of creating a room with a gaming setup was made.
Process
The scene was build in 3DS Max. First prototypes of the room
showed that if the style of low poly scenes is applied (view
from outside of the room) then many small details are simply not
visible and that was not what I wanted. So I moved the camera
inside the room closer to the corner where all the models are.
That way small details like pens and phone will still be
visible, while preserving the simple look of lowpoly scenes.
That way the first model of the room without textures and light
was made.
With the blueprint of the scene I could choose the proper camera
angle and apply textures.
Initially there should have been the window to the outside,
but I did not like the way it looked, so the window was
replaced with the mirror. That look was my final goal to
achieve.
Placing .obj files from 3DS Max was not a problem, as they
loaded into their corresponding positions. However, when it
came to placing light and a camera, there was no
straightforward way to convert the 3DS Max coordinated to my
space coordinates. It was done by the method of trial and
error.
Initial renders showed that 128 samples per pixel is not
enough to render smooth glass and soft shadows. The engine was
upgraded to support multithreading and samples were increased
to 1024.
Result
2.535.795
Faces
1024
Rays per Pixel
3840x2400
Resolution
11 Hours
To render
Features
I did not wanted the render to look overwhelmed with everything
I have implemented in the engine, so I tried to use the maximum
subset of the relevant features for the given scene.
Conductor Materials
The conductor materials are widely used in the scene. The
trashcan, table legs are both made of them. You can clearly
see the carpet reflection on one of the table legs.
Dielectric Materials
I like the way dielectric materials look. The cup and the PC
case panel are made of glass with different eta
coefficients. You can see the insides of the PC through a
panel as well as the reflection of the flower on the glass.
Image Texture
I widely used texture materials in the scene to make it more
alive. The image texture can be seen on the PC monitor as
well as two picture frames on the wall.
Perlin Noise
Perlin Noise can be seen as a screensaver for a laptop.
Point Lights
Point lights can be seen inside the PC case to imitate the
RGB lighting in gaming PCs. More of them can be seen lined
behind the table.
Hard Shadows
Hard shadows are the result of 2 main lights in the scene.
It is located in the opposite corner of the room. It results
in items on the table to throw hard shadows on the back and
right walls.
Soft Shadows
Soft shadows on the other hand are result of the Area Light
right above the table. It results in items throwing soft
shadows below themselves.
Other materials
The other items on the scene use Lambertian and Phong
materials. Chair, keyboard, laptop and others use Lambertian
material. The tablet, the phone, buttons on the PC case and
some other objects use Phong material.
Mirror
There is a mirror in the right wall, where you can see the
reflection of the room.
Carpet
This carpet has over two millions polygons in it, which is
more than every other model together. I placed it to check
the performance of my BVH.
Bulbasaur
Reference to the team name :)
P.S Nobody cares it is Ivysaur, there was no free model of
Bulbasaur.
References
Ivysaur model
- https://free3d.com/3d-model/ivysaur-pokemon-81470.html
Phone, pen, cooler, plant, carpet, mouse - 3D humster app
Nier picture
- https://www.pinterest.com/pin/15903404927025821/