i don't do interior often, and when I do it seems I stumble through the process. For some reason my interior are way to dark, and unless I turn of the glass in my windows, I can't get enough light into the scene. Why would my glass be blocking most of my sun?
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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- ​Windows 11 Pro
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Glorybound,
First and foremost make sure you have AFFECT SHADOWS ON, in your glass material settings. This will allow shadows through the windows. Ive seen alot of people place Vray lights at the windows (just inside the window pane) set to invisible. One last thing Id suggest is to use an exponential color mapping to take away in overbright areas..
Just my 2 cents.
Arkitec
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Originally posted by Arkitec View PostGlorybound,
First and foremost make sure you have AFFECT SHADOWS ON, in your glass material settings.
ArkitecBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- ​Windows 11 Pro
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maybe because when the light pass thru the glass to get realistic results you do need caustics, for normal arquitectural visualization you could turn the glass OFF for GI.
the glass in the most common if you threat it as reflective/Reflaction surfaces would be enought.show me the money!!
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Turn off "cast shadow" in object properties, that should do the trick.
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Are you using Linear Workflow ? It help getting more light indoors.
Also i like to use a VrayAmbientLight placed over the whole scene, it helps giving a diffuse lighting. Then i use VrayLights as planes to simulate light coming from the windows.
Pretty decent results with this technique and it's easy to setup.
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presuming with your glass everything is ok and you get light through your windows, but your scene is still to dark.
This is a common problem. The easiest way to solve this, as suggested allready is to use some sort of exponential or similar color mapping.
I would suggest to use "Reinhard tone mapping" as it´s the most intuitive to use.
Basically all this linear workflow nonsense started because
the renderings were "to dark", so people brightend them by adjusting global gamma settings. Physical cameras are to dark or to overbright
depending on their exposure because thats how real cameras work. Now we can do better in 3D because we are not bound to those realworld
behaviours.
So just use a physical Sun/Sky (Or an overbright Direct and Environment as I prefer it). Use either a standard camera or a physical camera
where every cam exposure features are turned of (exposure, vignettting, white ballance). If you hit render now you will usually get an overbright render.
Switch your color mapping to "Reinhard". Now you can expose your scene just like you want it. Turn down the Multiplier to make it darker and decrease
The burn value to reduce the overall contrast. So for example with a very low burn value but a high multiplier you can get even large rooms
with just a tiny window completely bright without the windows burning out. You don´t need any tricks like Skylight Portals, Ambient Lights or increased GI
Multipliers. It´s basically the same what modern HDR Photography does only that we can do it in one render.
Reducing contrast to get a scene bright also result in less saturation, but you can adjust this with the "Saturation" parameter (Vray Indirect Lighting rollout/Post processing)
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Another thing I notice is that a lot of the actual designs you end up doing have quite small windows and use a lot of medium or dark woods which are going to suck light out. Your renderings look correct for the type of colours in there, you're never going to get the big open airy look of Peter Guthrie's stuff With smaller, low ceilinged cabin / lodge type stuff!
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Originally posted by joconnell View PostAnother thing I notice is that a lot of the actual designs you end up doing have quite small windows and use a lot of medium or dark woods which are going to suck light out. Your renderings look correct for the type of colours in there, you're never going to get the big open airy look of Peter Guthrie's stuff With smaller, low ceilinged cabin / lodge type stuff!
Or, more extreme, a Vray Material Wrapper Mtl with increased Receive GI value.Marc Lorenz
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
www.marclorenz.com
www.facebook.com/marclorenzvisualization
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Originally posted by cubiclegangster View PostDont render any glass with your internals. do it as a seperate pass.
thanks in advancebest regards,
sacha
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Originally posted by cubiclegangster View PostSelect the glass objects (which have shadow casting turned off), apply a fully reflective material, select inverse, then set alpha to -1. renderbest regards,
sacha
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