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GI: Tree front of window

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  • GI: Tree front of window

    Happy new year to all girls and boys out there!

    We have following problem: For an interior visualisation we have a simple room with two windows. Render setup: Sun&Sky, physical camera, IRmap+LC, two portal lights + several ies lights.

    In front of the windows outside we have placed several poly planes, diffuse and alpha mapped with a tree image. This gives us some nice shadows on the floor.

    Problem: As the portal lights are not simple ones, they "take its color from whatever objects are behind it." (from the VRay manual). This gives us a much nicer and more complex direct & indirect lighting solution inside the room. BUT we need to use very high settings for the IR map or very high Subdivs for the portal light to get a smooth result.

    So my question: How do you girls and boys do that? Or any tips from Chaos?

    Thanks,
    Lars
    Last edited by seq; 03-01-2011, 04:29 AM.

  • #2
    Ah, forget it! Brain is still in holiday!

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    • #3
      Can you post your settings? ...and for my own work, I rarely use the portal feature of the lights.

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      • #4
        We changed the sample lookup and the interpolation type of the IRmap to overlapping and least squares fit. That helped a lot.

        For our last project (detailed product vis) we used Delone and Density-based. But those two needs much higher Subdivs or Noise Threshold and takes much longer to render.

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        • #5
          Originally posted by seq View Post
          For our last project (detailed product vis) we used Delone and Density-based. But those two needs much higher Subdivs or Noise Threshold and takes much longer to render.
          A curious approach; was it faster than doing a brute-force render?

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

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          • #6
            We had the impression that with IR+LC we get smoother (= less noise) image compared to BF. But we need to test this again.

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            • #7
              Well yes, of course, especially if you have relatively large flat surfaces, the irradiance map will be faster. Just curious

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

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