I'm starting to set up an existing project that we did as a daytime render and switch it over to a night time render. While inserting fake massing interiors and light sources behind all the glass I'm starting to wonder what would be a better method for lighting the scene.....
I remember someone (may have have been chris nichols) mentioning the method of just placing objects throughout the scene with a vrayLightMTL assigned to it..... other option would be to place an array of vraySpheres throughout the scene.
I know using the spheres would give me control over parameters such as subdivisions or storing with irradiance, but I'm also thinking that objects scattered throughout then joined as a single mesh object and turned into a light might be better for the scene. I really don't know I'm totatlly guessing here.
if anyone has any knowledge/opinions on lighting methods, I'd love to hear em. specifically if one weighs heavier for rendering times.
Oh yeah and ignore the noise, I rendered this out quikly over lunch yesterday so I didn't turn the settings up much. that being said comments and criticisms are greatly appreciated.
thanks - bk
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I remember someone (may have have been chris nichols) mentioning the method of just placing objects throughout the scene with a vrayLightMTL assigned to it..... other option would be to place an array of vraySpheres throughout the scene.
I know using the spheres would give me control over parameters such as subdivisions or storing with irradiance, but I'm also thinking that objects scattered throughout then joined as a single mesh object and turned into a light might be better for the scene. I really don't know I'm totatlly guessing here.
if anyone has any knowledge/opinions on lighting methods, I'd love to hear em. specifically if one weighs heavier for rendering times.
Oh yeah and ignore the noise, I rendered this out quikly over lunch yesterday so I didn't turn the settings up much. that being said comments and criticisms are greatly appreciated.
thanks - bk
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