Architectural Renders - Life is Swell

heeey. what did i do…oh…something good i guess hehe :slight_smile:
@dejavu…looks like an oscar acceptance speach hehe

type of spotlights used?

Hey there. Nice renderings. Do you use ies lights usually for interiors? How much time difference do you notice between these type of lights and normal lights?

Very nice renders. Better without “false” people

dejaVu?
It would be bether jamaisVu… something as good as that! :smile:
Just a simple quastion:
I see you don’t use photon maps. How would it affect your work if do?

Its not really easy to work with photon map with a lot of reflections…

Gonçalo

very nice renders. your interior work is better than the exterior (which is great). the floor in the livingroom image is stellar.

is it just me or is that dude in the first image totally getting a handful of ass?

Based on your setting it seems that you calculate irradiance map at the final resolution. IN your tutorial (osmosis) you calculate them at half or so and then use them in full size. What advantages/disadvanteges each method has?

Your metals ar really nice, even on the flat surfaces. Are they standard or vray materials?

You use direct computaton for secondary bouces. Is that because of materials? My understanding that photon map only works if all materials are vray or vray wrapped. Correct?

Thanks, great work.

Congratulations for your amaizing work…
I have a question for you (and not only):
What kind of material is on the walls??? because I have a interior scene.. and for the walls I applied a vray mtl with a white color but in the render it appears gray.. why?

Wow, this thread is still going. And so many questions. Ok so I’ll tackle them one at a time and as best I can:

@ machu: Firstly, I set all white walls to receive and generate GI values greater than 1.0, eg Generate=1.5 Receive=1.2. The rest depends on your lights.

@ radimek: Calculate at half and use at full res if you are in a hurry and can’t afford the time hit. However, if you can spare the time, calculate at the final res to retain detail in your IR map and a cleaner solution without high Interp settings (blurring).

Metals are all VRay materials. The “trick” to metals is getting the reflection right.

I tend not to use photon maps because I seem to get better results with the Direct comp method. Have tried PM a few times but haven’t been able to see any benefits, so I’ve stuck with what I’m comfortable with. Also the fact that PM pnlu works with VRay Materials is limiting in certain situations.

@ asango: agree…am more comfortable with interiors than exteriors…also enjoy them more too…

And…yes he is…mind you, that handful just cost him dearly :? he has to buy the apartment now

@ adriano.ol: not sure what jamaisVu means?..re PM see above.

Thanks again guys

the image of the condos above the bathroom shot is in trouble…theres a major tsunami coming. Check the horizon line.

r

yes, I am aware of the horizon line being too high on this image.
Problem was that the client did not supply a background plate from the right angle or position, so had to use the one that was closest. Unfortunately, it’s pretty obvious that the horizon is not right, but what can you do…short of going to the site and taking the shot yourself.. :frowning:

In French:
Deja vu: Already seen.
Jamais vu: Never seen before.

amazing work!

what was your time frame?

My main question for you is the recessed lights in your scenes. What exactly are you using to create the nice soft lighting coming down from those lights. From the lighting placement shot, it looks like they are off, but in the renders they are on.

Thanx,

Psy

horizon line fix…

dejaVu wrote:

yes, I am aware of the horizon line being too high on this image.
Problem was that the client did not supply a background plate from the right angle or position, so had to use the one that was closest. Unfortunately, it’s pretty obvious that the horizon is not right, but what can you do…short of going to the site and taking the shot yourself..
I have been in this kind of situation several times…
What i have done is to edit the background plate in photoshop and add extra heigh bye extending the sky limit, this is adding an additional sky image to yor current plate (with the correct blending).

thanks

Good suggestion minimum…however I needed to keep the foreground with the road and cars and therefore could not lower the horizon. Only way to get around that would have been to scale down vertically and that would have flattened everything…not good either.

Psy, the render above the settings and the settings posted are from 2 different jobs. Usually the spots are off and only turned on when needed.
The soft shadows are mainly coming from the GI and VRaylights in openings. My spotlights usually do not usually have Area shadows activated.

Vu

Your technique of using vraylights in the windows is good, but problematic if you have outdoor elements too. The inside looks bright and well lit, but just outside the windows, the floor is much less bright. I see this in your images too.

I always have problems with lighting indoor scenes with skylight only, even with the help of vray lights it is difficult. It looks to me that the GI doesn’t reach far enough, it looks like it’s loosing energy too fast. Maybe we need an option for something in between inverse square and the no decay.

flipside,
The VRaylights are one-side so they should not be emiting light to the outside. I am wondering where you can see “problematic” areas where the “floor is much too bright”?
I have attached larger images for you to examine.

I never find using skylight alone is a good option for lighting interiors, even with skylight portals. The skylight drops details like small objects in the room and as you pointed out, does not penetrate deep enough.
That’s why I tend to use VRaylights at openings.

Another useful trick is to increase the Generate and Receive GI multipliers to get more illumination into the space. I usually use Generate GI=1.5 and Receive GI = 1.25 for all white walls.

I agree that some more options for light decay would be handy.

In the second pic, the floor is very bright on the inside of the window (and not only because of the reflections imo). Outside the window the floor is much more equally lit, because the vray light points to the inside. The inside is lit by the vray light and the skylight, while the outside is only lit by the skylight, so this is darker.

Another question, do you make your vraylights smaller than your openings, and where do you put them, in the opening, in front of it or behind it?

Ok I forgot you already posted your scene specs…

I see you use store with irradiance map. I noticed that this reduces the detail of the area shadows, it looks like it considers the lights more as portals than as area lights if you check this option.

Hey and I’m not complaining about your work, I think it’s great! I’m just trying to understand every detail of the setup and how the portals/area light work.

What’s the effect of your skylight in your scenes, imagine if you would turn it off and leave the rest as it is, would it darken very much or is most of your light coming from the vray lights. Is it possible to explain the ratio between skylight/vraylight multiplier? Or maybe how your workflow is in getting the lighting right in such a scene :slight_smile: Do you start with skylight only, then add lights, or the other way around?

thanks for your replies!

flipside