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  • #16
    what do u mean gi is set is 1???? u using photons?

    btw..i totally agree that the lighting is artificial in terms of the look of the image.....it doesn look right.....it looks TOO cgi.......i have look carefully into the image....i think that the lights are misplaced or u put to many of them....just look at the ceiling....some part of it goes bright white for no reason....no offence....but the lighting looks messed up....

    one last thing i have to say is that the mtl needs alot of help.....look at the chairs!! and what's those grey stuff on the carpet??.....something is wrong.....

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    • #17
      I would change your g-buffer/color mapping to HSV with settings of Dark: 3 Light: 1 this will take out your hot spots and brighten up the space some

      I would first use photons for first bounce, and photons for second bounce - save the map, and then go back and use IR for the first bounce and photons for the second. Save map - that will give you better GI


      that should help your lighting issues some

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      • #18
        Hi Arkitect, can you post a screenshot of vray settings that you used on your last images? (IR map, advanced IR map, color mapping, etc...)
        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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        • #19
          Flipside,

          Here are the settings




          Freak, I am refering to GI set to 1, in GI Environment (skylight).

          The lights are pendant fixtures with a single vray light in each fixture. As you can see in the plan view, I have several fill vray lights in the main scene. Each "gate" also has a general fill light at the ceilings.

          I agree there is a lot of work left to make these images better. When I get a chance I will try changing the g-buffer to HSV.

          Thanks again for any help....

          Arkitec

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          • #20
            pic link is broken

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            • #21
              for such a large scene, you might want to try simplifying your lighting setup. Nowhere does it say you have to use all vray lights. Its going to be difficult to get nice lighting in all the corners and nooks, so maybe look at lighting it in more of a traditional way using fill lights, along with your main key light. No matter what you try, its going to be challenging. good luck


              percy
              ____________________________________

              "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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              • #22
                Hi,

                I don't know what the original resolution of the pics is, but IR map min/max=-4/-3 is very low. HSph=30 is also low.

                Your images lack GI detail, which is controlled by the Indirect Illumination rollout parameters. Most important are the min max values, the hsph and Clr thresh.

                Use Custom settings instead of the presets (the presets are meant to be used on resolutions +-640*480px, so not usefull for higher res images)

                For very high quality image on 1600*1200res I would try these settings:
                min/max=-4,-1
                Clr tresh: 0.35
                Nrm=0.4
                Dist=0.3
                Hsph= 50
                interp samples=20

                For 800*600 use same but min/max=-3,0 and for 3200*2400 use min/max=-5,-2

                The key is to use more passes to get more detail, the higher the res the lower you can set the min/max.

                But I fully agree on the vraylights comments. If you use lights to brighten up some areas, just use normal lights, and you really don't need that many.

                Don't do everything at once. I bet your skylight has no effect at all anymore with that many vraylights inside.

                Use testsettings for IR map (-5,-4, clr=1.0, hsph=20) on low res (400*300) and start with skylight only. Use high values like 4 or 5. You can clear burned out areas with hsv exponential color mapping. Maybe add a few secondary bounces (5 or 6).

                Try to get good lighting inside.

                Then add std spotlights in your scene where you have lights in the ceiling and play with the decay option (exponential) and adjust shadows etc to your needs. I don't think you need fill lights. Maybe add one big vray planar light in the scene with low multiplier and set to 'store with irradiance map" if you can't get enough light inside.

                Also search on this forum on topics where people put vraylight in the windows to get more light inside. This is a very good trick and is the most realistic option imo.

                Hope this helps you a bit!

                flipside
                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                • #23
                  great post flipside...

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                  • #24
                    Have you done osmosis's tutorial on how to light an interior scene?
                    What i meant, those artificial light dont look real enough, they look fake. The whole scene has got a fakiosity feel to it, like you used no GI at all, and im talking about bad fakiosity since your light burns are ruining the quality of the whole image.

                    I can't really see any skylight there, like i said before, i would rather use vray lights at windows as fill lights instead of those floating ones throughout the room.
                    First add a sun, post an image with GI then try placing 4-5 vray lights all around the building for starters, post an image without GI and with GI.

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                    • #25
                      Man... those boings must waight at least 50k each!! they're really high poly!!! First of all, its a waste of polys since they're in the background and you dont really need them to be so smooth, especially with all those low resolutions, and you can actually see only one of them and only a part of it, and only in one image!!

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                      • #26
                        Thank you for taking the time of a lengthy post. I will be working on this at night, since I am on to more projects now. But Im not going to stop till I get these images looking much better. I agree with everyones comments and will try and put them to use.

                        I only have one general problem with creating images like this......The term fakosity is almost an oxymoran. Taking out actual light sources and creating general lighting doesnt really give you how the lighting will work and look, it will just give you a pretty picture. The lack of actual light sources, at least in my field is very subjective and artistic rather than an actual design. Would it be better to just use IES data for the lights instead of just placing fill and spot lights at random and take the hit on rendering time using photometric data.

                        Are there other Architects on this board that uderstand where I am coming from and what are you doing?

                        Again, Im going to continuing working on these images to get better, I appreciate everyone's input.

                        Arkitec

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