testing the quality between making scenes to see if i really want to make the switch from daz still have no idea how stuff works. but i do like the options alot better. FYI did not make this room. downsize from 4k
"I'm sorry, honey. I swear, my dick never disappeared like this before."
"It happens."
All kidding aside, very nice. I like the color grading and the bloom. I feel like Ambient Occlusion could be doing more. If you're using the Eevee renderer, be aware that there is a complex process you need to go through in order to
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. Also, I'm not sure if your main light from the window is a Sun or an Area Light, but be aware that windows in general can usually get a subtle boost from strategically placed
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.
Finally, it's literally the oldest lighting trick in the book, but if you're comfortable deviating from photo-realism, you can reduce your scene lights and add point lights in the centers of open spaces, scaled to just light the middle of the wall and not the corners.
This gives you shadows in the corners and specular highlights with no apparent source on shiny surfaces, while also making furniture cast bigger, chunkier, less uniform shadows than is usually feasible using Ambient Occlusion alone. The downside is if a character gets too close to the center of the room, they'll get really bright in one spot suddenly, so use this technique with care and "direct" your scene around it. (Or add light sources there.) High ceilings lit by globes like the ones over your dining room table are perfect for grounding this technique in reality, but even without them, they've been used to great effect in realtime game engines and renders for years, all the way back to when point lights and spot lights were the only game in town.
TL;DR: If your interior scene render doesn't feel "artistic" enough, or you want to emphasize a particular area, consider abusing point lights with artistic license. (Just don't get so granular with it that you're basically emulating Light Probes by hand.)