Announcement
Collapse
No announcement yet.
Boring GI/lightig...why?
Collapse
X
-
Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- ​Windows 11 Pro
-
I don't want to talk too much about things I don't entirely understand but yes, white should be reduced. You've got some white books there and the brighter part of the ceiling should also be a bit darker I think.
In the thread I posted ^Lele^ (hope this summons him) said a matte white paint he measured had 0.6. I wouldn't go higher with most materials.German guy, sorry for my English.
- Likes 1
Comment
-
I exist to serve, master! (waves the sulfur fumes away, folds the horns...) ^^
Yep, you can find some hints on the "Albedo" of scanned materials in this thread:
https://forums.chaosgroup.com/forum/...342#post824342
Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
Comment
-
When I hover in VFB my ceiling has 0,439 value, so I guess that's ok, if that's what we are talking about. Although, there is a corrected value in red which says 0,694. So to get low albedo I should always check my textures and colour values in diffuse raw filter?
Should I try to use falloff maps more? I mean my walls are usually just white material. Sometimes I add bump.
So the thing is that I used to make scenes as photographs, that was my feel, then clients started saying how my ceiling and walls are grey instead of white (even though it looks natural to me, it doesn't to them). So I started using reinhard. Now I wanna go back...hopefully to mix both worlds. Have white walls/ceilings but also that nice contrast linear colour mapping gives.
Is there a description of low albedo approach, or is it just that what we talked about?www.hrvojedesign.com
Comment
-
Originally posted by ^Lele^ View PostI exist to serve, master! (waves the sulfur fumes away, folds the horns...) ^^
Originally posted by Crayox13 View PostWhen I hover in VFB my ceiling has 0,439 value, so I guess that's ok, if that's what we are talking about. Although, there is a corrected value in red which says 0,694. So to get low albedo I should always check my textures and colour values in diffuse raw filter?
However, the uncorrected value is what to look at. The RawDiffuseFiIter is just the blank diffuse color/texture of your materials. Vray tries to roughly keep that value of reflectance in total, even if reflectivity chimes in.
Originally posted by Crayox13 View PostIs there a description of low albedo approach, or is it just that what we talked about?
Originally posted by ^Lele^ View PostSo, as a general guideline, one should start with very low overall albedos, typically even lower than one would think plausible (white cloth at max 0.6f ? check!), and one will soon find out that going up from a too low albedo is quicker to iterate (faster GI/Caustics!), and much more controlled and pleasant to the eye (too low albedo leads to high contrast, which slowly recedes as one nails the ranges), than doing it the other way around: because of light not extinguishing, and various skews, rendertimes explode, and contrast typically is nowhere to be found, and super hard to retrieve.Originally posted by Crayox13 View PostSo the thing is that I used to make scenes as photographs, that was my feel, then clients started saying how my ceiling and walls are grey instead of white (even though it looks natural to me, it doesn't to them). So I started using reinhard. Now I wanna go back...hopefully to mix both worlds. Have white walls/ceilings but also that nice contrast linear colour mapping gives.
Because unphysical (especially too bright materials) screw the lighting which will lead to long rendertimes and an overall unphysical look. (and fireflys)
Edit:
Its all about tonemapping the hdri afterwards, and there are manny, manny different flavors of that.Last edited by Ihno; 11-08-2017, 01:51 AM.German guy, sorry for my English.
Comment
-
Originally posted by Ihno View PostThanks for this!
Must be something wrong with my photoshop or the image compression or something.
However, the uncorrected value is what to look at. The RawDiffuseFiIter is just the blank diffuse color/texture of your materials. Vray tries to roughly keep that value of reflectance in total, even if reflectivity chimes in.
Its basically this (from the thread)
If your clients think your walls should be brighter than physically plausible you'd rather do it in post or with more light.
Because unphysical (especially too bright materials) screw the lighting which will lead to long rendertimes and an overall unphysical look. (and fireflys)
Edit:
Its all about tonemapping the hdri afterwards, and there are manny, manny different flavors of that.
Comment
-
I'm curious how you guys see this relative to the PG set-up recommended for PG HDRI's where reinhard is advised.
http://www.peterguthrie.net/blog/201...-for-interiors
Comment
-
It's from 2014, pre 3.3, so largely invalid, thanks to the change in sampler.
What remains true is that lower contrast images will converge quicker (quite universally so.), but at the expense of range, and visual credibility (see thread title.).
Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
Comment
Comment