The Matrix: PBR (Physical Based Rendering) Interiors

Context: Technology

Who’s done this before?

I’m not quite sure who in particular has done this but the biggest body in my mind would be the architectural industry when they want to show off previews of what a planned project would look like. Though if they use VR then the quality of PBR will drop drastically.

To a certain extent I’d expect game and movie studios to also invest in PBR rendering styles. Live action movies with 3D assets would benefit greatly from the use of mathematically correct rendering.

I also believe that there are some providers that specifically look to sell incredibly high resolution textures and images so it wouldn’t surprise me to find that there are those that specifically develop materials for use.

How did they do it?

I’m sure that the method would vary from company to company but the concept is to have the computer emulate the real world in mathematically correct ways. Newer materials that have come out are simply more “correct” equations that better represent how light interacts with an object or material. And of course the Rendering program used will have an affect on the final output, be it Arnold, Renderman, Mental Ray, or Octane, that calculates the light interaction.

What makes your’s different?

I want to make a small catalog or pdf of notes that have the material used, all of the attribute settings, lighting attributes, and of course rendering attributes and rendering time written down along with images. The goal here is to create a series of materials and lighting setups that have proper settings, textures, and maps to be presets. That way, they can be a great starting point for further projects.

 

Context: Design

Who’s done this before?

I can’t really say. Any sort of company that also has a research and development team has probably looked into how to improve the designs of materials and lighting. But such topics are usually closely kept secrets to be unique strengths for the company’s assets.

How did they do it?

Undoubtedly they would have programmers and coders looking into the inner workings and math of how the computer calculates these visuals. It wouldn’t be surprising if there was also a physicist or scientist on staff who can relate the physical nature of light interaction with the mathematical formulas that we’ve come up with over the years.

What makes your’s different?

I’m not going to be diving into the code of why these materials work the way they do. Or at the very least that is not my plan. Admittingly in terms of design I don’t think that mine will be very different at all from what others do. Experimenting to create the greatest sense of realism or match our perception of what is “real” doesn’t, at least as I’m looking at it, allow for the greatest amount of deviation.

 

Context: Narrative

Who’s done it before?

The idea that each room has a narrative behind it should play into every scene in every movie, it should be planned out when creating the room in a game. The only people that don’t really aim to tell a narrative but rather create a setting for demonstrative purposes would be those who are into architectural design because they want to show a space, not a story.

How have they done it?

Context basically. What objects or things are in the room? What is their state? Old? New? Worn or beaten? Is it messy or clean? Are there objects that clash with other objects in terms of color, design, or idea? The details in the room tell the narrative. Of course lighting goes into this as well to help set the mood.

How is your’s different?

This thesis wasn’t conceptualized around creating a narrative in an interior space. So whether or not a narrative is found within my room would be a second or third thought. The only reason I would add clutter to a room would be to add to the realistic feel of it. To add to my goal of tricking the human brain into thinking that it is real.

Any narrative that I add probably wouldn’t be original either but as this isn’t the main focus of the this thesis idea I find that I’m rather fine with it.

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