hi evryone
i modeled my room and rendered it to improve my interiors.
the scene has one direct light as a sun (mult. 3), skylight (mult. 2) and no interior light (i wanted the morning atmosphere, as it is when i get up. besides, i wanted to test the ability to light a room mainly with GI).
there is a vray light in the large window, set as skylight portal (when it was set on vray light the soft shedows it caused were better, but the intensity was to bright and the decay to quick).
render settings:
first bounce and second both on mult. 1
first bounce: -3,0 HSph 50, Interp. 50, all thresholds on 0.3.
secondary bounce on direct computation, subdiv 7 depth 10.
i gave up on the color mapping to brighten the dark spots because it seemed to wash out the colors. so i photoshopped it.
here are both images before and after photoshop.
ir map was calculated with all the glass elements hidden, and then re-rendered with them.
critics or guidance about settings etc are more than welcomed
noam
before PS
after PS
i modeled my room and rendered it to improve my interiors.
the scene has one direct light as a sun (mult. 3), skylight (mult. 2) and no interior light (i wanted the morning atmosphere, as it is when i get up. besides, i wanted to test the ability to light a room mainly with GI).
there is a vray light in the large window, set as skylight portal (when it was set on vray light the soft shedows it caused were better, but the intensity was to bright and the decay to quick).
render settings:
first bounce and second both on mult. 1
first bounce: -3,0 HSph 50, Interp. 50, all thresholds on 0.3.
secondary bounce on direct computation, subdiv 7 depth 10.
i gave up on the color mapping to brighten the dark spots because it seemed to wash out the colors. so i photoshopped it.
here are both images before and after photoshop.
ir map was calculated with all the glass elements hidden, and then re-rendered with them.
critics or guidance about settings etc are more than welcomed
noam
before PS
after PS
Comment