Hi, I've always had issues when trying to render vray lights 'in shot' and make the actual light source (ie the bright glass surface) look realistic. It always looks over exposed or under exposed. Can someone point me in the right direction here?
I mainly use vray rect lights. Say for example I am rendering an exterior light outdoors with some fog, in which you see the source of light and the fog/glow around it. If I make the rect lights visible the surface is really flat and harsh- the fog looks great, as do the surrounding objects but the light is just a horrible white square. And when you slightly angle the vray light, it disappears, or is sliced diagonally. Why is this? When you use an hdr light texture on the light it looks much nicer - but often renders at the wrong exposure, so it doesn't look like it's emitting the light because it's not bright enough. If you could adjust the texture independently you could get it right. But i can't seem to be able to do this unless i render two passes. Alternatively i've tried applying a light material to the glass and making the rect light invisible but it is very noisy and not very accurate.
Any tips? How do people usually manage this? Do you usually use textures on your rect lights or do you render in passes and comp after?
Any help would be ... really helpful!
I mainly use vray rect lights. Say for example I am rendering an exterior light outdoors with some fog, in which you see the source of light and the fog/glow around it. If I make the rect lights visible the surface is really flat and harsh- the fog looks great, as do the surrounding objects but the light is just a horrible white square. And when you slightly angle the vray light, it disappears, or is sliced diagonally. Why is this? When you use an hdr light texture on the light it looks much nicer - but often renders at the wrong exposure, so it doesn't look like it's emitting the light because it's not bright enough. If you could adjust the texture independently you could get it right. But i can't seem to be able to do this unless i render two passes. Alternatively i've tried applying a light material to the glass and making the rect light invisible but it is very noisy and not very accurate.
Any tips? How do people usually manage this? Do you usually use textures on your rect lights or do you render in passes and comp after?
Any help would be ... really helpful!
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