Hi,
i need an advice concerning the proper settings for creating a realistic lighting condition with the vray sun in conjunction with the vray physical camera.
My recent settings are as followed :
I use the linear workflow. I m using the v-ray sun with default values. I use the VP Camera
with a f-stop of 8 and a color balance to counterbalance the yellowish sun.
I put an hdri with the default values (except switching to spherical) in the GI and in the Reflection Overideslots. I switch on GI (Irradiance map).
My testscene contains a vray plane (grey), a grey ball (medium grey), a reflection ball and
a plane with a bitmap mapped onto it.
When i render everything looks fine except the chrome ball with the hdri reflection. It`s way too dark in my opinion. The grey ball looks like the grey in the material editor so does the v-ray plane.
I am used to set the multipliers in the hdri slots to 1 x 1 or 1.2 x 1.2 but now i m forced to set it way up to 3 x 3 or 4 x 4 to get bright and "realistic" looking reflections in the chromeball.
So is this the right way to deal with the dark hdri reflection in conjunction with the lwf and the vray sun/camera or am i missing something here ?
Lowering the f-stop results in overbright materials but helps the hdri reflections. Do i have to darken all materials from the beginning to deal with this ?
Thx in advance for every answer
Greetings,
Martin
i need an advice concerning the proper settings for creating a realistic lighting condition with the vray sun in conjunction with the vray physical camera.
My recent settings are as followed :
I use the linear workflow. I m using the v-ray sun with default values. I use the VP Camera
with a f-stop of 8 and a color balance to counterbalance the yellowish sun.
I put an hdri with the default values (except switching to spherical) in the GI and in the Reflection Overideslots. I switch on GI (Irradiance map).
My testscene contains a vray plane (grey), a grey ball (medium grey), a reflection ball and
a plane with a bitmap mapped onto it.
When i render everything looks fine except the chrome ball with the hdri reflection. It`s way too dark in my opinion. The grey ball looks like the grey in the material editor so does the v-ray plane.
I am used to set the multipliers in the hdri slots to 1 x 1 or 1.2 x 1.2 but now i m forced to set it way up to 3 x 3 or 4 x 4 to get bright and "realistic" looking reflections in the chromeball.
So is this the right way to deal with the dark hdri reflection in conjunction with the lwf and the vray sun/camera or am i missing something here ?
Lowering the f-stop results in overbright materials but helps the hdri reflections. Do i have to darken all materials from the beginning to deal with this ?
Thx in advance for every answer
Greetings,
Martin
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