In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:
1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)
2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org
3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
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5. Your personal data shall not be transferred to the third country, nor to the international bodies.
6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.
7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.
8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.
9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).
10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.
This is one of interiors that we included in Archinteriors vol. 48 for Blender collection - it's nice, vintage loft with many retro-looking props, a lot of white paint and scratchy, grunge textures. It's not the cleanest interior, but it has some natural look of old gear and furniture. Let's take a look.
The scene was originally created for 3ds Max and V-Ray. Thanks to PBR workflow and Substance Painter we could easily port it to Blender and re-create all materials without much hassle. This is render from Blender / Cycles. This image is after post-production. Simple compositing was made in Blender.
This is a wireframe render made in Blender.
This is how the scene looks in Blender viewport when viewed through main Camera and with textures view enabled. We recommend to navigate the scene in solid color mode though, because Blender 2.79 viewport lags a lot when we start to show materials / textures.
This is an overview of the scene. There are three elements here: on the right you can see image plane that is used for providing "look behind the windows". Just in front of the plane is main building with props. On the left is "wall blocker" - it is originally put on the main building, but here I moved it to the left manually. It assures that there are no light leaks from light sources. It is not very usable when rendering in Cycles, but it helps to get rid of light artifacts if we were to export this scene to some game engine, like Unreal Engine or Unity.
Wall blocker is not made from 2d planes, it has a thickness.
The plane with image - close-up. We used simple emmisive shader.
We used two directional lights. One is compatible with Camera 1,2,3 and the other with camera 4. Here you can see the position and settings of the first directional light (sun).
Second directional light, for camera 4 only.
We placed portals in windows to gain speed during rendering.
More portals :)
Overview of the interior, we removed roof mesh here.
Wooden supports - textured mesh on the left, diffuse texture on the right, material overview on the top.
Wooden supports material - very simple setup, the quality is thanks to good textures.
Hanging chair mesh and uv map.
Hanging chair material.
Floor mesh with three materials assigned. I colored them in viewport so you can see material distribution. On the right you can see uv map of the boards assigned to the first material.
Floor material.
Windows: there are two separate ojects: frame and windows. On the right you can see uv map of windows.
Glass mesh on the left and material overview on hte right.
Glass material
Compositing.
Final image after post-production. Thanks for reading! Check out Archinteriors vol. 48 for Blender in our shop.
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