Hi,
This is my first post to the forum. I'm hoping some of the lighting experts here can give me a bit of help.
I'm currently working on a visualisation of the chapterhouse of a cathedral, which is a large circular room with ten small windows around the sides.
Normally, I'd put a vray light in each of the windows, and maybe one direct light to show the sun coming in, and there wouldn't be a problem.
However, in this case, I need to show how the lighting changes as the position of the sun moves during the day, so I can't really fake it with lights in each window.
I've tried lighting it solely with an IES Sun, and a bluish environment (see below), but because the light for the entire interior is coming in through such small windows and having to bounce around so much, I'm getting incredibly blotchy images, even with very high irradiance map settings, and my render times are through the roof.
Has anyone got any ideas as to how I could light this, so I'd still be able to animate the sunlight, but without the blotches and high render times.
Cheers,
John
This is my first post to the forum. I'm hoping some of the lighting experts here can give me a bit of help.
I'm currently working on a visualisation of the chapterhouse of a cathedral, which is a large circular room with ten small windows around the sides.
Normally, I'd put a vray light in each of the windows, and maybe one direct light to show the sun coming in, and there wouldn't be a problem.
However, in this case, I need to show how the lighting changes as the position of the sun moves during the day, so I can't really fake it with lights in each window.
I've tried lighting it solely with an IES Sun, and a bluish environment (see below), but because the light for the entire interior is coming in through such small windows and having to bounce around so much, I'm getting incredibly blotchy images, even with very high irradiance map settings, and my render times are through the roof.
Has anyone got any ideas as to how I could light this, so I'd still be able to animate the sunlight, but without the blotches and high render times.
Cheers,
John
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