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IR Maps and Dark/Bright Multipliers

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  • IR Maps and Dark/Bright Multipliers

    Hey Everyone,

    I'm working on an interior view and have an irradiance map question. So far, my approach has been this --

    1) create render with all scene matertials applied
    2) save IR MAP
    3) using saved IR MAP, ajust Dark and Bright color mulitiplers to fine tune the interior lighting until I'm sastified.

    So, my question is, does the IR Map just save light and shadow information? If so, why not create the first render with "over ride materials" checked, which would make the rendering faster. Then using that saved IR MAP, re-render the scene with all materials? This seems like it would be faster, but there may be a reason this is a bad idea.

    Thanks all,
    Hoop

  • #2
    IR Maps and Dark/Bright Multipliers

    If you use a general override color, than you get no color bleeding of your material colors in the scene. The GI could look like a occlusion rendering, a little bit greyish.

    -Micha
    www.simulacrum.de - visualization for designer and architects

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    • #3
      IR Maps and Dark/Bright Multipliers

      Thanks Micha,

      that makes perfect sense. that would lead me to believe that in some cases, changing materials might be o.k. however.

      for example, the architect and interior designer i'm working with keep changing the curtain material for the room. I might try using the saved IR MAP and changing the curtain material instead of re-rendering the whole scene again just because of a slight material scene. If it looks bad, i guess i'll create a new map.

      Thanks again Micha, have a good day/evening.

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      • #4
        test

        Hi Again,

        You're absolutely right Micha. I did a small test. the image on the left is with an IR map created using "over ride materials" checked, then unchecking materials afterwards. the image on the right is creating the IR map with all materials assigned. BIG Difference!

        [/img]

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