- Wooden Room, CPU BiDir, Metropolis, 1191 Samples 22h26m, 2xHD
After almost one day render time, I saved image as openEXR 32 bit float and converted it to 16 bit in Photoshop, also removed some bright single pixel spots with remove scratches filter and finally exported as JPG compressed 67% to current file size. There is still some noise there but I am pleased with the overall result. Converting from 32 bit to 16 bit required some gamma and brightness correction.
The test picture in the back shows a jump in the cyan blend and hard to distinguish RGB tiles close to saturation. It is actually close to what the orignal picture shows on my screen. (Seems like the test picture could use a little update. Actually I created it to test my printer's setting after an unfortune driver update. But it also helps to adjust render settings or post process workflow.)
The wood texture is procedural, all the same basis with different offsets and factors.
Glasses are default with IOR of crown glass pure.
Metals are default with different roughness for table lamps, picture frame, ceiling spots.
The spots are made from two thin, joined mesh objects; an inner with matte white 1,1,1 an outer with metal, both based on interior clear IOR 1.6 volume. The same volume is used for wood and glass too.
(First, I defined two different materials for the same objects but then I noticed light passes through these objects, especially with Metropolis but also with Sobol. Inner layer was matte and outer was metal both pointing to the same interior volume, clear with IOR 1.6. My current conclusion is: Avoid this kind of object definition.)
As mentioned in earlier posts, correct lightning of a scene is essential. The panels in front of the ceiling lamps avoid direct, dazellling light. The panels' shape is the fourth generation, a good starting point for a next generation. Ceiling and walls are used for indirect light, knowing wood is not really appropriate, but this is a reason why wooden rooms look dark and rather small and are difficult to be illuminated in reality. (Hard to tell, I prefer bright rooms, why some people like to live in wooden rooms apart from their comfortable climate. But for this virtual Alp Bar wood fits well.)
Currently the point lamps' settings are: gain 1.0, power 100, efficacy 100.