Hi,
I'm currently producing some test renders for a well known car manufacturer, and I need to get a few pointers from anyone more experienced.
Initially, I had to produce some really high quality interior renders, so I used an HDRI environment image and vray portal lights shining in through all the windows to get a 'non-blotchy' render using IR/LC. This worked very well and all was good.
I have more recently been asked to produce a render starting inside the front of the car (high quality still required), but then I need to move the camera outside to see the whole car (in a real 3D environment - not HDRI image (apart from the sky)) and then into the back of the car with the doors opening and closing as required! Using a real environment as opposed to just an image has meant that one side of the car, facing a building, is being lit primarily via light bouncing off of the building and the interior render of the car is getting pretty blotchy regardless of light portals or anything else!
Is there any way to get better quality GI lighting inside the car in this scenario, or is there a possible cheat where I can produce a 360 HDRI render of the environment and shine this in through the windows via the portal lights to get more light information into the inside of the car?
Any suggestions would be appreciated!
I'm currently producing some test renders for a well known car manufacturer, and I need to get a few pointers from anyone more experienced.
Initially, I had to produce some really high quality interior renders, so I used an HDRI environment image and vray portal lights shining in through all the windows to get a 'non-blotchy' render using IR/LC. This worked very well and all was good.
I have more recently been asked to produce a render starting inside the front of the car (high quality still required), but then I need to move the camera outside to see the whole car (in a real 3D environment - not HDRI image (apart from the sky)) and then into the back of the car with the doors opening and closing as required! Using a real environment as opposed to just an image has meant that one side of the car, facing a building, is being lit primarily via light bouncing off of the building and the interior render of the car is getting pretty blotchy regardless of light portals or anything else!
Is there any way to get better quality GI lighting inside the car in this scenario, or is there a possible cheat where I can produce a 360 HDRI render of the environment and shine this in through the windows via the portal lights to get more light information into the inside of the car?
Any suggestions would be appreciated!
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