Interior recreation

Image to render of an UXUS project La Frinca.
Ref. image  © 2016 UXUS (link)

 

CG image:

ProEXR File Description =Attributes= cameraAperture (float): 36 cameraFNumber (float): 4.01009 cameraFarClip (float): 1541.7 cameraFarRange (float): 100000 cameraFocalLength (float): 22.0555 cameraFov (float): 78.4374 cameraNearClip (float): 159.786 cameraNearRange (float): 0 cameraProjection (int): 0 cameraTargetDistance (float): 874.613 cameraTransform (m44f): [{0.999818, -0.0178949, -0.000480572, -63.5973}, {-0.0190811, -0.943789, -0.00611549, -482.318}, {-0.000365432, 0.330065, -0.999981, 190.979}, {0, 0, 0, 1}] channels (chlist) compression (compression): Zip dataWindow (box2i): [0, 0, 3499, 2624] displayWindow (box2i): [0, 0, 3499, 2624] lineOrder (lineOrder): Increasing Y name (string): "" pixelAspectRatio (float): 1 screenWindowCenter (v2f): [0, 0] screenWindowWidth (float): 1 type (string): "scanlineimage" =Channels= A (half) B (half) G (half) R (half) VRayExtraTex_Map #116.B (half) VRayExtraTex_Map #116.G (half) VRayExtraTex_Map #116.R (half) VRayGlobalIllumination.B (half) VRayGlobalIllumination.G (half) VRayGlobalIllumination.R (half) VRayLighting.B (half) VRayLighting.G (half) VRayLighting.R (half) VRayMtlID (uint) VRayObjectID (uint) VRayRawLighting.B (half) VRayRawLighting.G (half) VRayRawLighting.R (half) VRayReflection.B (half) VRayReflection.G (half) VRayReflection.R (half) VRayRefraction.B (half) VRayRefraction.G (half) VRayRefraction.R (half) VRaySampleRate.B (half) VRaySampleRate.G (half) VRaySampleRate.R (half) VRaySpecular.B (half) VRaySpecular.G (half) VRaySpecular.R (half) VRayTotalLighting.B (half) VRayTotalLighting.G (half) VRayTotalLighting.R (half) VRayWireColor.B (half) VRayWireColor.G (half) VRayWireColor.R (half) Z (half)

Reference image:

LA_FRINCA_REF

Skills: interiors
Client: Personal project