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  • #16
    process for rendering big interior scene

    "... by changing the Secondary ray bias from 0.0 to 0.001( in the global settings rollout )"

    Joe, could you tell more about the relation of LC and Secondary ray bias please? Sounds interesting.
    www.simulacrum.de - visualization for designer and architects

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    • #17
      process for rendering big interior scene

      Thank you for the tips, I didn't catch this details.

      It was stuck... the progress bar was not moving at all in 1h30. ok the scene is big but just for light cache it seems a bit too much. So maybe I have too much brightness and maybe I also changed secondary bias to 0 because I am playing to much with things I don't understand but in an attempt to reduce eveything...I do evil things

      I'm working now just with one engine for Indirect Illumination: IRMap with subdiv 15 and samples 128.
      LC was too long in secondary engine.
      here is the latest tests

      after this render I moved up the beams a little bit to touch the ceiling, remove some weird srf around the big window, and reduce once again the intensity of rectangular light.



      for the last image I should push it to double samples to reduce the splotchiness on the ceiling. Need to reduce once again the rectangular light intensity, change a bit more the color to blue ( i would like to see more of the window details) and increase the luminosity inside 20%more. I don't think I should achieve this by increasing intensity of the dome light, because it would do only a stronger cone and won't affect the entire ambiant lightning... don't you think ?
      a soft rectangular light behind the camera would do the trick ?
      Jp
      Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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      • #18
        process for rendering big interior scene

        Originally posted by Jean-Paul Paloux
        Thank you for the tips, I didn't catch this details.

        It was stuck... the progress bar was not moving at all in 1h30. ok the scene is big but just for light cache it seems a bit too much. So maybe I have too much brightness and maybe I also changed secondary bias to 0 because I am playing to much with things I don't understand but in an attempt to reduce eveything...I do evil things
        I've noticed when I render large scenes that consume almost all available memory that the LC / merge part of LC take a very long time. Are you maxing out your memory usage to the point where you are swapping to the disk a lot?

        Originally posted by Micha
        Joe, could you tell more about the relation of LC and Secondary ray bias please? Sounds interesting.
        From the http://www.spot3d.com V-Ray documentation...Also its not solely related to LC - any secondary ray method.
        Originally posted by http://www.spot3d.com/vray/help/150R1/render_params_switches.htm
        Secondary rays bias - a small positive offset that will be applied to all secondary rays; this can be used if you have overlapping faces in the scene to avoid the black splotches that may appear. ...
        Best regards,
        Joe Bacigalupa
        Developer

        Chaos Group

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        • #19
          process for rendering big interior scene

          so if there is no 2nd engine involved, this setting doesn't affect something...

          Also, I think it was already said but, if I check "Invisible" for one of my rectangular light, I can't see the reflection of it on the floor right ?
          As you can see in the enclosed picture, one of the rectangular light in the window of the door was set to invisible. This way I can see through it to reach the outside wall in this sight. But by setting it to invisible I lose the effect that the others windows have on the floor (white reflection). So maybe I must proceed in two render and photoshop it afterwards ?
          Thank you,
          Jp

          enclosed picture:
          Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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          • #20
            process for rendering big interior scene

            more wip


            how to get a good antialiasing inthe windowed doors ? In Micha Interior Tutorial, he doesn't use the Antialiasing filter. Should I ? which one ? I read the help file, but it's not really detailed on time proportion for good quality.

            I know catmull is the more exact but longer. Area filter is the default one, with 1.5 what does mean 1.5 ? Is it better to work on noise threshold (reduce it) with QMC or use antialiasing filter ?
            Thank you.

            Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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            • #21
              process for rendering big interior scene

              Originally posted by Jean-Paul Paloux
              so if there is no 2nd engine involved, this setting doesn't affect something...

              Also, I think it was already said but, if I check "Invisible" for one of my rectangular light, I can't see the reflection of it on the floor right ?
              As you can see in the enclosed picture, one of the rectangular light in the window of the door was set to invisible. This way I can see through it to reach the outside wall in this sight. But by setting it to invisible I lose the effect that the others windows have on the floor (white reflection). So maybe I must proceed in two render and photoshop it afterwards ?
              Thank you,
              Jp
              I miss the feature too, that invisible lights are visible in reflections, but in your case you can work around. Best you set a background color (or HDRI) and a GI env. Than you enable "light portal" for the arealights. So, anything outside get indirect light from the env and the interior get the light from the arealight. The realights are invisible and color/intensity are controlled by the GI env. I use this method often. I recommend to use an Env image, so you get nice color gradients on the interior walls for a more realistic look. Try the env map from here.
              www.simulacrum.de - visualization for designer and architects

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              • #22
                process for rendering big interior scene

                I have tested the area filter with size 1.1. Looks good, the default value 1.5 was to blury for me.
                www.simulacrum.de - visualization for designer and architects

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                • #23
                  process for rendering big interior scene

                  Originally posted by Micha
                  I have tested the area filter with size 1.1. Looks good, the default value 1.5 was to blury for me.
                  ok I will try this on next render

                  here the current

                  trying to match the Benjamin Moore colors translated in RGB in the render..
                  Also the room is so light, the dome lights so wide and soft thar we don't see that much effect on the ground. This in addition that where there is the big hanging light where no dome light is linked to(makes the floor a little bit darker at this place if you look carefully)

                  I don't know if I should use light portal and a colored Env Map Hdri... more natural but more pain in the ass to get the right color inside the room after.
                  I think "they" would be happy with this. Next to an accurender or formz render it will be near perfection.
                  Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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                  • #24
                    process for rendering big interior scene

                    Looks quite good.

                    Which antialiasing filter did you use?
                    www.simulacrum.de - visualization for designer and architects

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                    • #25
                      process for rendering big interior scene

                      area filter 1.1
                      It's still not that perfect where high contrast meet (example around the white light bay of the windows) in scale 1:1
                      two latest:



                      I am facing a problem of texturing.
                      I want it a little bit more natural as Gijs told me, change slightly rotation, orientation of each chair. ok great, BUT.
                      I applied on a nurbs meshed, a texture on the cushion using planar with a placed map (reduced to fit manually). NOW, when I rotate the chair, the mapping (dashed rectangle line) is not moving the same way. ALSO when I mirror, it's mirroring ok.
                      If I move it all, it moves ok. I just CAN'T rotate the chair + the texture around the same point to make them match after this action.
                      MOVE MIRROR NO Rotate freely = pain in the ass right now, so the chairs are still too aligned.
                      help ?
                      Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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                      • #26
                        process for rendering big interior scene


                        1640000 faces
                        360000 images samples
                        54 "micha-domelight-rectangularlight-emitter"
                        approx 15 rectangular light in the different doors
                        around 50h of work...
                        the big one is coming soon in the night

                        Gijs I tried to messed up the order of the tables a little but not too much because maybe the they want an image without any mentally disorder placement of chairs and tables. It's still looks straight but it's the "average" line that we see. I manually rotate and move every single chair and table. Notice that there is two kinds of chair texture curtains WOW! ahaha


                        maybe I should add something on the table, but without getting it insane.. a little pot and flower ?
                        Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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                        • #27
                          process for rendering big interior scene

                          You could add some reflection to the lamps on the ceiling. It's a pity that the reflection layer can not be placed befor the emitter layer (Joe - you remember my wish ).
                          But you could create a offset surface and assign a single reflection layer material. Than the lamps would look like white milky glass lamps.
                          www.simulacrum.de - visualization for designer and architects

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                          • #28
                            process for rendering big interior scene

                            it's getting done on the render, it's a nice addition.
                            wip:
                            close up 1:1 scale

                            here the other really close to final:
                            Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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                            • #29
                              process for rendering big interior scene

                              Hi,
                              I would like to add a LITTLE bit of reflection (kind of varnish) on my chair but all I done is too reflective. Glossiness give something more blurry grainy reflection but still a lot of reflection. I still use the fresnel map for reflection.
                              but what do I change to be like 15%reflective. The color of transparency ? The multiplier of fresnel map ? doesn't seems to change it...or maybe I would use reflective layer without a map...and change it from white to dark grey....
                              Jp
                              Freelance Industrial Designer - Rhino3d v4 - Vray for Rhino

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                              • #30
                                process for rendering big interior scene

                                Hey, great that you have test the reflection layer on the lamps. Looks beautiful.

                                If you like to use less intensity at a fresnel reflection, than set the white fresnel color at a lower value.

                                If you have time, you could start to play with the DOF. Only a little bit, so that objects of the foreground show a subtle blur.
                                Your close up image looks like done per tele lens and here I miss the DOF effect realy. In this image the parts of the foreground chairs could be blurry.
                                www.simulacrum.de - visualization for designer and architects

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