I'm currently struggling with the lighting of some pretty small hotel rooms that each have a 1.2m square window
as their only natural light source. My initial approach was to use Reinhard Colour Mapping and gamma 2.2 baked in
to get exterior light (HDRI dome and skylight portal at the window) into the space while avoiding burn outs.
The issue with this is a lack of contrast which I can't seem to coax back in Photoshop in any sort of natural looking way
and the client commenting on washed out and pale colours despite me having upped saturation values on materials
beyond what I feel is physically proper.
So I'm thinking to myself can I approach this in proper linear workflow (no Colour Mapping, gamma applied in post)
and do this like a photographer would? I'm guessing you would choose an exposure value for your camera so that
the daylight/sunlight wasn't over-exposing the scene too much and then take it from there to add other light sources
within the room to infill.
I've approached this by using vray-plane lights at present but I'm not sure whether to switch off various elements
such as cast-shadows, affect reflections or affect specular. Obviously if I were going for a real life simulation I
wouldn't have those options but I don't think I want to end up with lots of criss-crossing shadows and dozens of highlights.
Does anyone have any tips or maybe some links to good reference material/books that focus on the subject of photographic lighting set-ups?
I've been looking at a studio lighting rig for vray sold by the agtool company. I like the sound of adding some variance to the lighting sources
but is it worth it to go to this much effort or will the effect of those rigs just get lost?
Just as a side issue with this process: I'm looking forward to being able to properly composite my image from render elements for once
due to using totally linear workflow (this doesn't seem to work when using Reinhard Colour Mapping for whatever reason).
If I use sub-pixel mapping and/or clamp output when rendering will this also stop my composite from turning out correctly?
(i.e. matching the beauty pass)
I can't seem to manage without these features at present so I hope not.
Or maybe those 'shiny' pixels won't be as much as an issue with lower dependance on the sun for exposure?
as their only natural light source. My initial approach was to use Reinhard Colour Mapping and gamma 2.2 baked in
to get exterior light (HDRI dome and skylight portal at the window) into the space while avoiding burn outs.
The issue with this is a lack of contrast which I can't seem to coax back in Photoshop in any sort of natural looking way
and the client commenting on washed out and pale colours despite me having upped saturation values on materials
beyond what I feel is physically proper.
So I'm thinking to myself can I approach this in proper linear workflow (no Colour Mapping, gamma applied in post)
and do this like a photographer would? I'm guessing you would choose an exposure value for your camera so that
the daylight/sunlight wasn't over-exposing the scene too much and then take it from there to add other light sources
within the room to infill.
I've approached this by using vray-plane lights at present but I'm not sure whether to switch off various elements
such as cast-shadows, affect reflections or affect specular. Obviously if I were going for a real life simulation I
wouldn't have those options but I don't think I want to end up with lots of criss-crossing shadows and dozens of highlights.
Does anyone have any tips or maybe some links to good reference material/books that focus on the subject of photographic lighting set-ups?
I've been looking at a studio lighting rig for vray sold by the agtool company. I like the sound of adding some variance to the lighting sources
but is it worth it to go to this much effort or will the effect of those rigs just get lost?
Just as a side issue with this process: I'm looking forward to being able to properly composite my image from render elements for once
due to using totally linear workflow (this doesn't seem to work when using Reinhard Colour Mapping for whatever reason).
If I use sub-pixel mapping and/or clamp output when rendering will this also stop my composite from turning out correctly?
(i.e. matching the beauty pass)
I can't seem to manage without these features at present so I hope not.
Or maybe those 'shiny' pixels won't be as much as an issue with lower dependance on the sun for exposure?
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