I mean if you have to show the source of light on camera in the render. Omg I might as well take a white solid in After Effects because that's exactly what it looks like. Just try it yourself, point camera at any Vray light and render. Now add fog (Volumetrics) and render. Still the same but now there is white sheet on top of it..... Can Vray produce natural light renders?Vray lights are just like a white solid there is no natural drop or glow or anything it's just hreally bad if you have to have them shown. If you don't have to have it visible than fine I hide them all the time because they are hideous but than I make it look natural and life like in post adding tone of fake glow and stuff. Is there a way to get it in the render though? Like when you look at the light bulb its not a solid white circle with sharp edges and that's how Max renders it even with all fancy GI turned on which does not much for me anyway. It should have a natural drop and glow. Can Vray achieve these natural looking light results or is there a special plugin or software for lights that makes them look somewhat natural and not like white blocks that make scene have light.
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Can Vray produce natural looking light or just white solids?
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I getcha - there's two things here.
1. No software models a light bulb like an actual real life light source of some kind of filament / bright source inside a glass bulb, it's all done as a fake to make things faster to compute. This is not specific to vray, all software will do this. What you want to match is the overall intensity of the light and then it's size so you get the correct amount of softness in your shadows. Before gi / raytracers, lights were faked as a tiny dot that light came from and that was less natural than what we have now.
2. For any of the lights in our environments, we tend to have two things depending on what shape the light is. If it's a flat panel (think of fluorescent lights in a roof) then we'll load in a texture into the map slot of a light to give it much more richness if you see it directly in the render, it'll also make the reflections and highlights of the light much more natural looking when you see it reflected in other surfaces. If it's a spherical light (bare bulb or a lamp) then we'll model the shape of the light with it's outer glass, inner mirror reflector and illuminated filament. If we tried to use this as the actual light source for our scene though it'd be really slow and noisy, so what we do is turn off this objects ability to generate light or GI into the scene and then place a regular vray light which has a similar radius / size as the bulb that it's trying to mimic. We turn off the reflections of this light (we're going to let our beautifully modelled and complex light geometry provide our reflections instead) and also tell this vray light to totally ignore our light bulb geometry. We get the best of both worlds here - the vray light provides a fast and clean way of shooting light into the scene to reduce noise and the geometry we've modelled gives us the complex and varied reflections that we want to keep things realistic.
For the glow every renderer will normally add this in post also. You can use the volumetric fog in vray to give some of that similar bleed / softness you mention or also play around with the lens effects that are possible in the frame buffer.
Take a look at the vray properties to turn off light and gi casting from objects and take a look at the exclude list options in the vray light to make it ignore your light bulb geometry.
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