Hi,
Below, I have listed some thoughts for creating an animation of an Interior with GI lighting -
with a very low memory foot print. Unfortunately I am not real sure if it works - it would be nice to hear
your thoughts on the subject. I have been gathering bits n pieces of info from the net - but have not found any
single tutorial linking all the bits together.
1. Build Interior shell only eg Walls,Ceilings, Floor,Doors,Window Openings. (no furniture)
2. Apply Materials to above objects.
3. Place Lights in scene (eg sunlight + skylight through openings + interior spot lights)
to simulate how light behaves in shell.
4. Create a HDRI image for each Space - multiple rendered shots around empty room, stitched together to form a panorama.
5. For each room, render furniture items one at a time using the HDRI image for that room. This way we can match the room
lighting to the furniture item. (Not sure how to scale the hdri lighting to the scene)
6. Composite the rendered furniture item into the empty lit room using Z-depth etc.
7. Create the contact Layer for the furniture and composite. Ambient Occulsion Pass with Furniture and floor on , but
Skylight with only secondary bounce.
8. Create the Shadow Layer for the furniture and composite.
I have not had any luck using irradiance maps in say vray to accomplish this - I seem to get very odd effects
on my furniture. So maybe using hdri lighting might be a better way to achieve the lighting for the composite.
If someone out there could point me in the right direction it would be much appreciated indeed.
Thanks ppls,
James
Below, I have listed some thoughts for creating an animation of an Interior with GI lighting -
with a very low memory foot print. Unfortunately I am not real sure if it works - it would be nice to hear
your thoughts on the subject. I have been gathering bits n pieces of info from the net - but have not found any
single tutorial linking all the bits together.
1. Build Interior shell only eg Walls,Ceilings, Floor,Doors,Window Openings. (no furniture)
2. Apply Materials to above objects.
3. Place Lights in scene (eg sunlight + skylight through openings + interior spot lights)
to simulate how light behaves in shell.
4. Create a HDRI image for each Space - multiple rendered shots around empty room, stitched together to form a panorama.
5. For each room, render furniture items one at a time using the HDRI image for that room. This way we can match the room
lighting to the furniture item. (Not sure how to scale the hdri lighting to the scene)
6. Composite the rendered furniture item into the empty lit room using Z-depth etc.
7. Create the contact Layer for the furniture and composite. Ambient Occulsion Pass with Furniture and floor on , but
Skylight with only secondary bounce.
8. Create the Shadow Layer for the furniture and composite.
I have not had any luck using irradiance maps in say vray to accomplish this - I seem to get very odd effects
on my furniture. So maybe using hdri lighting might be a better way to achieve the lighting for the composite.
If someone out there could point me in the right direction it would be much appreciated indeed.
Thanks ppls,
James
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