I have been rendering quite a long time, but have relatively limited experience with with interior scenes that have no windows and rely purely on artificial lighting.
A current project I'm working on has hallways which are solely artificially lit - and my renders are coming out looking very flat and fake looking. Rendering the same building with the same materials on the ground floor which does have windows yields a much more realistic result. The attached renders are just quick sketchy renders, but for me the difference between them is quite significant.
What can I do to achieve more realistic renders with only artificial lighting?
A couple of issues I have encountered that may be part of the problem:
- Many of the lights are behind some kind of opal shade or diffuser - If I use a 2 sided material, the light doesn't pass through directly and so the scene relies on GI. If I use a mesh light instead, the lamps come out totally overexposed. I know the old school hack of creating an invisible light to provide lighting, but is there a correct way of doing this?
- How to choose the power of each of the lights relative to each other and to obtain a realistic result?
- Using correct Kelvin light temperatures results in super yellow looking renders (which I then have to white balance in the buffer)...am I doing something wrong?!
Any tips or hints to achieve a less flat and more realistic artificial lighting setup would be most welcome!
A current project I'm working on has hallways which are solely artificially lit - and my renders are coming out looking very flat and fake looking. Rendering the same building with the same materials on the ground floor which does have windows yields a much more realistic result. The attached renders are just quick sketchy renders, but for me the difference between them is quite significant.
What can I do to achieve more realistic renders with only artificial lighting?
A couple of issues I have encountered that may be part of the problem:
- Many of the lights are behind some kind of opal shade or diffuser - If I use a 2 sided material, the light doesn't pass through directly and so the scene relies on GI. If I use a mesh light instead, the lamps come out totally overexposed. I know the old school hack of creating an invisible light to provide lighting, but is there a correct way of doing this?
- How to choose the power of each of the lights relative to each other and to obtain a realistic result?
- Using correct Kelvin light temperatures results in super yellow looking renders (which I then have to white balance in the buffer)...am I doing something wrong?!
Any tips or hints to achieve a less flat and more realistic artificial lighting setup would be most welcome!
Comment