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Thanks for the kind comments everyone, it was for planning and general publicity. I believe it got planning permission in April but it will probably be ages before anything starts on site.
Thanks for your response. I think that I have learnt more from what you said than from anywhere else recently and am testing these settings now. Thanks again for the help, i think these tips are great and will help others as well. Anyway, just to quote the bits that have helped me the most:
"I do find that by having the gamma at 2.2 the light seems to propagate more naturally through the scene."
"These renders were 3200px on the longest side."
area as a filter, if i need a sharpness boost then I just do it in photoshop."
" -6,-1 90 HSph DE on @ 500mm world units, Light Cache 3500 subdivs affect glossy on, Adaptive DMC sampler @ 1,16. unclamped, Reinhard Burn 0.15 Gamma 2.2 Everything else at standard settings."
"material assigned to the lightbulbs was a vraylight material (wrapped to not affect GI) with a multiplier of 50... turning this down to 2 made no difference to the way it looked and got rid of the white dots. I've learnt my lesson with overbright materials now!
cheers paulison, if it helped then you are very welcome. It should be said though that I'm certainly no expert when it comes to vray, although I normally know what I want and am not afraid to tinker until it works! Most importantly I would never get anywhere if it wasn't for the wealth of advice and information available on this forum, so thanks everyone.
I actually always begin testing every project with vlado's universal settings, at a high ish noise threshold for speed. Then once I get round to doing final renders I normally have to reluctantly start using irradiance map/light cache because I dont have the time to use universal settings for the final render.
Sure, it was good old vrayphysicalcamera DOF (6 blades, 0.25 centre bias). I have experimented with doing it in post but never get it looking as good as vray, so therefore don't mind if each render takes a bit longer.
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