Hi. I am trying to render an interior scene that has some lamps. I will post the image.. since i saw it was coming out bad, i ended it, but the problem is visible. I will then post the pic of the lamp i'm using. I read a tutorial (the corvette one), and it said that you could generate lights by using the "emissive" option under a specific material. Well, in the tutorial they put an intensity of 25, and the lighting looked great. I tried to do the same thing with my lamp, and failed. I made the little light bulb and made my default material, gave it an intensity of 25, and nothing happened practically.. so then i changed the 25 value for 100, 500, 1000 and finally 10000 i think. And it looks like there's only a glow, like a sun, going everywhere. I need the rays to go down, as they would naturally. I even changed the top material of the lamp to a darker one, so the light would not go through it, and nothing happened. I also have 3 other lights in the room, all of them OMNI. Again, i had to change the value to a high amount, because the light intensity was very low (i guess it's because i switched to "inverse square"). So here is my problem. The corvette tutorial looked awesome, with the head lights and backlights producing some good lighting. I am obviously doing something wrong, sorry for being a newbie in VRAY :
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Re: Point light.
Hey Welsh.. well i used 3 omni lights.. they are located like on the 3 corners of the room, and close to the ceiling. The image was coming out very dark at first, so then i switched the intensity of each light to an exaggerated amount of about 10000 in the multiplier option. I guess the image is a bit too bright now, but i just wanted to see the light problem with the lamp there.
I'm still stuck actually, i can't get it right. I even tried following the tutorial, with a Dodge Charger that i have, and no success. So right now i'm frustrated because there is no way to learn this program easily, i mean, even the tutorial is a bit incomplete. And i say this because i followed it from where they start talking about the lighting, and i failed miserably. Instead of light, i got a black surface. In the tutorial they put 25 on the intensity option, and there is no way that is true, at least in my model. I gotta know what im doing wrong...
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Re: Point light.
thanks man for the tip..i agree with you.there is no easy tutorial and this program is not easy to learn.but hoping that they will release an easier tutorial..i also follow their tuitorial but its really hard..i wish they would release and easy step by step tutorial. that works for everyone.
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Re: Point light.
The physical camera everybody...the physical camera !!! Every where on this forum there are people asking why lights don't show up, or hdrs, or emissive materials...the physical camera... I'm sorry, but look through a few other people's posts. The reason for the forum is to learn from others, and this is not new...I'm sorry if I'm jumpy, but as I said on friday last week, right here on the forum, 50% of my posts for the last 4 months have been telling people about the physical camera. I don't expect you guys to know, but please read some of the other posts, and its there.Damien Alomar<br />Generally Cool Dude
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Re: Point light.
Sorry dalomar, i will look up all the forums now, i guess this is my last post then, i don't want to be messing it up asking stupid questions anymore. But oh well, this is the image that i rendered finally. It has some blurry dots, i'm not even gonna ask how to make it better.. i'll look it up right now. Sorry once again.
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Re: Point light.
Sorry about the rambling guys, but its something thats been picking at me for several months, so again I apologize.
I understand that v-ray is complicated, and I by no means expect people to open up the software and have an instant knowledge of whats going on. But I do expect that people do their part to try and understand whats going on with the resources that are there. As you can see through the forum I am completely fine with answering people's questions, all I ask is that people do just a little research to try to find an answer. I ask this for 3 reasons. First, you'll probably find your answer and that will be much quicker then waiting for a response from myself or any of the other users. Second, in the search for that answer, you may see some things that other people have been working with and how they've dealt with them. Thirdly, if you don't find your answer, then you'll probably be more informed about how to state your question so that the people who do know can provide more complete and quicker help.
I don't think there are any stupid questions and I don't want to discourage people from asking questions. All I ask is that people take 5 minutes to search a little for an answer.Damien Alomar<br />Generally Cool Dude
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Re: Point light.
cjbolanos,
What are you using for primary/secondaries? What are some of your settings? I'm assuming your using irradiance map, in which case there could be several things. First off, check your adaptive amount (in QMC Sampler) if its 1, lower it to about .9. You might also want to add more H.subd as well.Damien Alomar<br />Generally Cool Dude
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Re: Point light.
Hi Dalomar, i didn't expect an answer so i posted the finished image on the gallery forum. It's "finished", i only wanted advice on the blurry dots that appear. I looked and looked to see if i could find some answers and the problem is that everyone handles it differently i guess, since there are tons of options in the program. So i didn't want to spend another 2 to 3 days testing each option, so that's why i posted the image on the other forum. Actually, i'll post it here then, if it's ok with you. I wish i could delete the other post then.. but i can't i think.
I'm using irradiance map, multiplier 1, as well as Light Cache, multiplier 1. QMC Sampler, Adaptive Amount is 1. I rotated the sun so that the rays would enter the room. I am thinking that the blurry dots can go away by changing the HSph. Subdivs? Thanks, and sorry for all this complaining.
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Re: Point light.
Originally posted by biebelMaybe people nag so much about it because some things about VfSU are quite complicated
It could be useful to brainstorm on how far the GUI and workflow could be 'stripped' without compromising on the very powerful Vray core.
Maybe for Vray 2.0?
Best regards,
Joe Bacigalupa
Developer
Chaos Group
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