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Re: Shadow details
... because your final pass is brighter and hide the shadow.www.simulacrum.de - visualization for designer and architects
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Re: Shadow details
I would set a lower GI environment intensity - it's a question of the adjustment of the lights, the ratio between soft and hard lighting.www.simulacrum.de - visualization for designer and architects
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Re: Shadow details
Provided that you are not clamping your output (and even if you are really), you should get in the habit of making sure you're lighting intensity is not overly bright and balanced. V-Ray takes much longer to calculate very bright areas, so managing brightness is a means to keep rendertimes down. I personally don't advocate clamping scenes, but there are cases where that just may need to happen. If you're not clampping, then you should really try to get backgrounds at just at white or just over white. Its very possible to have values that are much beyond white (@ 1.5 or even greater) and having many of those values in a render are going to make it slow down.Damien Alomar<br />Generally Cool Dude
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Re: Shadow details
Very nice result. ;Dwww.simulacrum.de - visualization for designer and architects
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Re: Shadow details
Read more about everything at www.Spot3d.com
I know of another link,but I've just got to find it floating aroundDamien Alomar<br />Generally Cool Dude
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