Office
An abandoned administrative office in my former high school, shortly before it was torn down.
The highlights of this scene:
- The textures - All the textures on the floor, ceiling and windows are purely procedural.
- The details - I find that the slightly blue tint in the door's window, the translucency in the ceiling light, and the slightly uneven
floor really sell the scene.
The challenges of this scene:
- The floor - It was very difficult to find a high quality texture for the scratches and wear patterns on the floor,
so I had to make them myself. I chose to do it procedurally, which took a day's worth of work.
The end result is a monstrous node group that can lag the viewport if you look at it too closely.
- The outside world - Initially I was lighting the scene using a sun lamp and custom HDRI to get the colours and lighting
to match the reference. However, it was incredibly difficult to get the windows to look right - any adjustments to the HDRI
to try to fix the colours coming through the windows caused the scene lighting to change. I settled on a secondary, fake
'HDRI' outside the windows (a slightly emissive plane which I could texture paint the correct colours), which provided great results.
- Translucency - The slightly white tint in the windows is a nightmare for noise. All the scattering just destroys the scene - the
final result rendered for over an hour and shows only marginal improvement over the previous render at half the samples.
What I learned:
- There are a few sites the offer paid options for surface imperfections, but outside of that there's very little of any usable quality online.
- Translucency is to be avoided if at all possible - in this case I was trying to recreate the original scene, but for scenes with less
direction, I would not use it in the future.
Render - Click for full-resolution image
Reference - Click for full-resolution image (External link - Facebook)
The location of the former West building - no longer standing.