(Halloween) Norman Bates house from the movie "Psycho"

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Comments

  • Ralf1958Ralf1958 Posts: 688

    Here is what I mean. In real life there would be way more light on the bathtub and the toilet. So, how do I solve this without using ghost lights?

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  • Maybe you could fake some light by using an extra emission texture on the glass (not the bulb)?

  • try adjusting the gamma value in render Settings - that can lighten the dark areas without brightening the light, though it will compress the tonal range.

  • kimhkimh Posts: 388

    I really love this house and I think it really does look like the Bates house

  • Ralf1958Ralf1958 Posts: 688

    View from the back of the house. On the 1st floor left the dining room, followed by the Kitchen on the right. On the 2nd floor left, Norman Bates Bedroom, followed by a small room (where the stairs to the 3rd floor were located in the movie), and on the right the bathroom.

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  • Ralf1958Ralf1958 Posts: 688

    Dear 3D friends! Here it is! The Bates House Version 4!
    It includes a totally new outside as well as the complete interior. I tryed to build everything as userfriendly as possible. Most items are grouped, like e.g. the 12 outer Walls. They can all be hidden individually, including the respective curtains, blinds, wall lamps and paintings. I included also two hierarchical materials for the more then 60 light sources, so they can all be turned on or off toghether with just one click. Select the house and click on the Material... done! I hope everything is working fine. If not, please let me know.
    You are free to use the house for any purpose. I only ask you to show me your final renders!
    If you feel like you want to donate something, my PayPal is [email protected]
    Enjoy and have fun!

    Download here (250MB): https://1drv.ms/u/s!Ao1mDuQEVoFBgp9db2AbBi-WciP-Qw?e=mLAtPT

  • Your hard work is much appreciated, friend. Thank you. 

  • Ralf1958Ralf1958 Posts: 688

    Your hard work is much appreciated, friend. Thank you. 

    You are very welcome! :-) Enjoy! :-)

  • Ralf1958Ralf1958 Posts: 688

    Maybe you could fake some light by using an extra emission texture on the glass (not the bulb)?

    I was thinking about that too, but... I keep in mind that other people (with maybe no DAZ experience at all) will have to deal with it, so I am trying to keep everything as simple as it can. :-)

  • Ralf1958Ralf1958 Posts: 688

    try adjusting the gamma value in render Settings - that can lighten the dark areas without brightening the light, though it will compress the tonal range.

    This sounds like a simple and good solution. Thanks! :-)

  • Ralf1958Ralf1958 Posts: 688
    kimh said:

    I really love this house and I think it really does look like the Bates house

    Well, today I released the latest version. Have fun with it. Can't wait to see some renders! :-)

  • JOdelJOdel Posts: 6,286

    It's a really splendid house from what you are showing us. I'm looking forward to having a project where I can use it.

  • nonesuch00nonesuch00 Posts: 18,131

    wow, looks so nice

  • DaventakiDaventaki Posts: 1,624

    Thank you @Ralf1958!  That is just awesome.

  • Ralf1958Ralf1958 Posts: 688

    @Daventaki - I can't wait to see what scenes you guys will create with it. :-)

    Here is just another render...

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  • 3Diva3Diva Posts: 11,545

    Whoa! That's amazing! Thank you so much, Ralf1958. What an incredibly generous gift to give the community. I know you put a TON of work into this, and it looks great! Thank you! heart

  • Ralf1958Ralf1958 Posts: 688

    Since the house is very heavy on resources and some computers are struggling with it, I am working on splitting it up, so just the pieces that are really needed for the scene can be loaded one by one. I will publish soon.

  • Lothar WeberLothar Weber Posts: 1,611

    "What took sooo long norman?" - It can't take that long to prepare a simple cup of tea you useless son...

    Ralph - thank you sooooo much for that gift. It is soooo nice. But heavy ;-)

     

  • Ralf1958Ralf1958 Posts: 688

    "What took sooo long norman?" - It can't take that long to prepare a simple cup of tea you useless son...

    Ralph - thank you sooooo much for that gift. It is soooo nice. But heavy ;-)

    Heavy... but WOW! Very cool render! smiley

  • PerttiAPerttiA Posts: 10,024
    Ralf1958 said:

    Since the house is very heavy on resources and some computers are struggling with it, I am working on splitting it up, so just the pieces that are really needed for the scene can be loaded one by one. I will publish soon.

    Didn't feel like a heavy scene, but some textures were 32bit for no reason and some were saved as BMP, but these are just minor issues - The house looks very nice, thank you.

  • Ralf1958Ralf1958 Posts: 688
    PerttiA said:
    Ralf1958 said:

    Since the house is very heavy on resources and some computers are struggling with it, I am working on splitting it up, so just the pieces that are really needed for the scene can be loaded one by one. I will publish soon.

    Didn't feel like a heavy scene, but some textures were 32bit for no reason and some were saved as BMP, but these are just minor issues - The house looks very nice, thank you.

    Really? I dind't even realized those textures. Thanks for the note! :-)

  • Ralf1958Ralf1958 Posts: 688

    This is another thing I didn't know before... 32 bits? Still learning. So, how should those textures be? I know... NOT BMP! But, how many bits?

  • PerttiAPerttiA Posts: 10,024
    Ralf1958 said:

    This is another thing I didn't know before... 32 bits? Still learning. So, how should those textures be? I know... NOT BMP! But, how many bits?

    Max 24bits, the existing hardware base hardly supports any higher.

    2048x2048x24bit = 12MB uncompressed
    2048x2048x32bit = 16MB uncompressed

  • Ralf1958Ralf1958 Posts: 688
    PerttiA said:
    Ralf1958 said:

    This is another thing I didn't know before... 32 bits? Still learning. So, how should those textures be? I know... NOT BMP! But, how many bits?

    Max 24bits, the existing hardware base hardly supports any higher.

    2048x2048x24bit = 12MB uncompressed
    2048x2048x32bit = 16MB uncompressed

    Thank you for the explanation. I didn't have time to take a look yet, but I think only those BMP Files should have 32 bits then. I forgot to change the File format when I created the maps.

  • Ralf1958Ralf1958 Posts: 688
    edited October 2020
    PerttiA said:
    Ralf1958 said:
    2048x2048x24bit = 12MB uncompressed

    2048x2048x32bit = 16MB uncompressed

    You are saying 2048x2048, but what if you have by example a very very big surface with only one map, where you are zooming on later, doesn't that will look totally washed out once rendered? I am asking because I have another project, where I used a really big map. For clarity I am talking about a surface of 68 meters by 44 Meters. This needs to be high detailled even when looked at a short distance. 2048px is definitely not enough. My computer handels that enourmous map of 10.000x7.000 without problems. Could you please help me to understand? Thank you!

    Post edited by Ralf1958 on
  • Ralf1958Ralf1958 Posts: 688

    Work on the outer stairs...

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  • Ralf1958Ralf1958 Posts: 688
    edited November 2020

    Done! Since the Psycho Set changed from movie to movie and it was totally different in the "Bates Motel" series, I wasn't sure about which stairs I would go for. I decided to go for the Universal Studios Hollywood version. I also recreated the Hill. A new version of the house with fixed textures plus Hill and Stairs will be available very soon.

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    Post edited by Ralf1958 on
  • Ralf1958Ralf1958 Posts: 688

    The Version 5 is available! Fixed BMP-Textures issue, added Hill and outer Stairs. Hill has 3 different materials. These are only ground materials, so you need to scatter some plants and grass... Stairs have 2 different Materials. The entire house is now loadable piece by piece, so you do not need to kill your computer anymore!

    Please download from the first post of this thread.

    Enjoy!!!

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  • JOdelJOdel Posts: 6,286

    Looks *really* good.

    Thank you!

  • FrinkkyFrinkky Posts: 388

    This is impressive work. Not only is there detail, but resource usage is well optimised*.

    * Well, mainly! I think you need to find another solution for the painting frames. Ideally with displacement, the mesh should be quads in as even a grid as you can. Currently, the frame geometry is really long triangles - that will not subdivide evenly and will take many more divisions to get detail in all areas. In addition, the base face count of the frame (I'm using Parlor Painting 3 as an example) is 1984 polygons. A displacement subdivision of 10 means that frame, at render time, is now 2,080,374,784 polygons. This is huge. Multiply that by 13 paintings (assuming all frames have the same polygon count and displacement settings) and you're looking at over 27bil polys just for those. This setting might have been acceptable in 3Delight - it supports micro-polygons, a specific render sub-polygonal displacement method that allows for huge numbers of polys at render time (I'm not overly familiar with it tbh).

    Other than that, the only issue I found is that the frame normals on Parlor Painting 3 need reversing - currently it appears black in the viewport, indicating the normals are pointing in the wrong direction. An easy fix in the geometry editor though.

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