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  • #16
    linear dark=0.7 light=0.7




    linear dark=1 light=1




    hsv dark=1 light=1




    hsv dark=2 light=1




    hsv dark=3 light=1




    hsv dark=2 light=2




    As you can see, all examples with different color mapping numbers look weird. The linear color mapping is the only realistic example. A picture of such a room with the sun shining in will never have such dim shadows as in the hsv color mapping renders.
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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    • #17
      percydaman:
      Thanks. I´ll try to "tone down" the glass a bit later.

      Yeah I`ll do that later on, this thread works fine right now. I used to be a passive member and I don´t often need to post.

      flipside:
      yeah it makes sense, and your tests are very very helpfull. If you still have your testscene I would like you to do one more test: HSV dark=0.7 ; Light=1.3

      I´m rendering right now to once more test the difference between high and low GI multiplier and see the difference on the floor, I´ll post it soon. Though now that I know what color mapping can do I´m sure that that was the problem.

      Thanks again for the test, I´ll look it over again later when the render is done.

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      • #18
        i tend to go with linear then do some post touches in PS with levels

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #19
          Originally posted by percydaman
          It may seem a little anal retentive....
          given the mans name roughly translates to 'ass' (pardon my french) that is funny in so many ways.

          never the less i think its right ( to get registered as soon as possible that is ).

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          • #20
            Hey guys, on-topic right.

            btw.. Respect my nick

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            • #21
              Originally posted by Numse
              flipside:
              yeah it makes sense, and your tests are very very helpfull. If you still have your testscene I would like you to do one more test: HSV dark=0.7 ; Light=1.3
              I have the scene, but I messed up light multipliers so I can't continue the test with your settings.

              But indeed when you keep dark multiplier lower than bright, results look better, because then you don't have the problem I described before. Now you darken the dark parts and lighten the light parts which is logical.

              But usually people are using color mapping to lighten up the scene instead of playing with all lights. In that case you don't want to brighten up the brigh parts, so many people set dark multiplier higher only.
              Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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              • #22
                Another thing that happens when you set dark higher than light. Area shadows will start to look wrong, because the go from dark to light areas, so the color mapping will mess this transition up. (I overdid the numbers so that the effect is clearly visible)




                You get the most realistic results if you use linear mapping, and then do things that photographers do in real life. If you have to shoot a picture in a room with only a small window providing light, there is no way to prevent directly lit areas from being burned out without using tricks. That's why they lighten up the dark parts in the room by placing large white cards that bounce of light etc... You can easily do the same thing in vray by adding some large vraylights with low multipliers to lighten up the room in its whole.
                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                • #23
                  Right, I see the effect. Why should I use vray lights to light up the room instead of high primary GI multiplier?

                  I´ll test linear and lighten things up with a couple of lights in the windows. Much testing but it´s only fun.

                  Here is a render with high GI multiplier and lower color mapping:

                  http://www.digitalartist.biz/Projekt/17.jpg

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                  • #24
                    I don't know , I always try to do everything like it would be in real life. Probably there is nothing wrong with high GI multipliers. Only when you use lightcache, the manual says that higher than 1 multipliers could lead to excessive rendertimes.

                    Render looks good, but still I personally would like to see stronger sunlight on the floor, even if the sun is that low
                    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                    • #25
                      well, I dont agree that color mapping thing, must be very scene/light setup specific. Fot this case I would remove the windows and then judge. I think color mapping kills the enviroment color through glass. If that is more brighter then the CM images will be more balanced.
                      Else, maybe put some map into the neviroment slot with higher output or something for render time. Just an idea, might work.

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                      • #26
                        flipside:
                        Right anyway, I did some tests with 1, 1 GI multipliers, fill-lights at the windows and linear color mapping. This is the result that I think looks nice. I´ll test it with higher setting values and textures tomorrow

                        http://www.digitalartist.biz/Projekt/18.jpg

                        losbellos:
                        Yeah I suppose your right. Though in this image I think it´s best not to play around with color mapping multipliers, no mather what type you use.
                        Anyway, linear looks good if I use Vray lights at the windows. Or shall I use linear and instead of fill-lights use high GI multiplier.. a shit, I can´t decide..

                        "Else, maybe put some map into the neviroment slot with higher output or something for render time"

                        I don´t get it

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                        • #27
                          Instead of putting vraylights in all windows, try using 1 dome light. I did that in my tests, it worked pretty well. I only had a sunlight and one dome light, I turned the vray skylight to 0.0 (because the dome provides skylight now). Then you can use the store with IR map if you don't want the dome light to produce area shadows.
                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                          • #28
                            if u put some map, let say gradient into the enviroment, just for the final rendering, and make the output higher,could compensate the color mapping effect through glass. (so that the enviroment is much brighter at render time, and will make windows brigther ) THis is the idea. And it should work more or less I guess.

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                            • #29
                              flipside:
                              I havn´t used Vrays dome-light yet. You just put the light somewhere in the scene and it works as a dome with lights around the objects?
                              I´ll do some testing. PM me if you have msn mate, it would be great to have some direct help on msn.

                              I don´t get why the light won´t produce shadows if I use store with IR map. I´ll check it out, see if I can read about it somewhere.

                              losbellos:
                              Yeah I see what you mean. I shall use HDRI later on, then I´ll take some time to test your idéa. Thanks mate.

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                              • #30
                                Originally posted by Numse

                                I don´t get why the light won´t produce shadows if I use store with IR map. I´ll check it out, see if I can read about it somewhere.
                                It will produce shadows, but not raytraced shadows. If the light is stored with IR map, the shadows will be computed by the IR map to. The light coming from it is now actually first bounce GI light instead of direct light.
                                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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