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very grateful for share it!,if it's not too much, can you tell more about the lighting?
It's quite simple.
A dome light with a HDR map from Peter Guthrie. (Default intensity, Invisible ticked, Image Gamma:0.9)
Background is just a JPG file. (Mapping Type: Screen, This could be done in post production too, but I prefer this way)
Interior lights are spots with IES data from Erco. (Color: Temperature 2500K)
I tried also to lighting with hdri but too much noise , ,i don't understand why you said domelight, but in the pics below i see an hdri in the background not in domelight ,
excuse me i'm confused ,Any way once time i used Vray blender an i rember noise was not a problem with dome light but now i'm not able to use it,very slow time render and lot of noise,
I tried also to lighting with hdri but too much noise , ,i don't understand why you said domelight, but in the pics below i see an hdri in the background not in domelight ,
No, you're wrong (watch out the botton orange arrow).
The hdr is inside the "LIGHT_dome" node, this node is used by the hemi light (equivalent to a domelight in blender).
Domelight is noisier, but has a more precise and pleasant GI result.
I prefer the noise produced by domelight (easy to remove) than the light splotches produced by background.
So you removed the fireflies in postproduction?Have you a particular attention to the reflectivity and glossiness of material?I have seen some tutorial of great 3d artist, but seems hard have realistic materials in reasonable time.
but seems hard have realistic materials in reasonable time.
There is no magic, If you have a material with reflectivity and glossiness<80 surely you'll need more samples than simple clay material.
I use render elements (Reflection, Refraction, GI, etc...) to identify the source of the noise, and solve the problem locally instead of just raising subdivisions everywhere.
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