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  • my room, lighting problems

    Hi,

    This scene is lit with only one omni light. I can't get the lighting like I want. The area under the desk needs to be brighter, but the area close to the light is already burnt out...

    There is a light border under the shelves. Why?

    Also rendertimes are pretty high with low settings.

    If anyone has too much time on his/her hands, please download the file and try to render it (with only one light!), and maybe share settings or give tips on how to improve the rendering and the rendertimes.

    Here's the img:


    here's the scene file (max4.26): http://users.pandora.be/stor1/vray/room_ww_03.zip

    thanks for any help!

    flipside
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

  • #2
    i cant open the scene here at work right now but just a quick shot in the dark id say your settings are too low and that accounts for the border under the shelf as for the darkness under the table i would say that that can be fixed by raising the dark muliplier, however, the render time i would need to open the file to see to that. Maybe the use of vray materials if your using standard materials but im not too sure if it would help that much.

    ---------------------------------------------------
    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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    • #3
      I'm using only vraymaterials, dark multiplier is already at 4, 12 second bounces with multiplier 0.85. What values for the dark multiplier are still normal? because I can also set it to 20 and lower the light intensity and stuff but I don't think that's the right approach...

      If I raise settings (especially hsph subdivisions) rendertimes go up really fast. I'm also testing the normal and clr values.

      keep it coming!

      thanks,

      flipside
      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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      • #4
        Something else, below are 2 images:

        screenshot during last pass with show calculation on



        image with samples turned on (not with same settings as image above)


        I'm not sure what all this represents and what I can learn from it to adjust specific settings. Is there some tutorial on this matter also?

        thanks,

        flipside
        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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        • #5
          Maybe try precalc'd overlap for the "sample lookup" if the problem is a light leak this may fix it.
          Eric Boer
          Dev

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          • #6
            Just use colormapping
            dark multipl 1.5

            gr,
            Leon

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            • #7
              http://www.vrayrender.com/stuff/PMapTutorial/

              This could be helpfull too.

              Gonçalo

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              • #8
                The dark mutliplier is already set to 4! (as said in one of my posts)

                I did that tutorial, but I can't get the effects as they describe. The rendering is not way faster with photon map set as secondary bounces. It also can't resolve the dark area problem.

                I think it is not possible to correctly illuminate this scene with only one light.

                any hemp on the sample and show calc images. What do they show and how can I use the visual feedback to better the image?
                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                • #9
                  http://www.chaoticdimension.com/foru...pic.php?t=2435

                  Try this...

                  Gonçalo

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                  • #10
                    You can remove the light leaks by turning on the "Check sample visibility" option in the Advanced irradiance map parameters.

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

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                    • #11
                      what if you increase the emission of the ceiling

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                      • #12
                        try this: make a copy of the table material and give it the material wrapper mat. raise the generate and receive Gi and in subobject mode apply it to the underside of the table. I tried it and it worked pretty good
                        ____________________________________

                        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                        • #13
                          Indeed check sample visibility works great! What exactlu does it do? Why is this not default on, it's super! Is it especially for geometry that just touches each other?

                          Problem with raising GI multipliers is that you will get excessive color bleeding (which is already too strong I think).

                          Here's my latest attempt, not much focussing on the lighting balance, but more testing with all the treshold values/min-max settings for irradiance map and stuff.

                          The complete rendering (irradiance map calculation + rendering itsself) took 2h10m, and still there are artifacts. I use p3-800Mhz only... Is this a normal time for this kind of image with this processor? I think it's rather long, considered there's nothing difficult in the scene.

                          Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                          • #14
                            it probably is if your glossy reflections aren't using interpolation... If you dont use interpolation then you can lower your subdivisions in your material. That should help some. good luck!
                            ____________________________________

                            "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                            • #15
                              2hours? You can have good results in less than 5 minuts....

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