my room, lighting problems

Hi,

This scene is lit with only one omni light. I can’t get the lighting like I want. The area under the desk needs to be brighter, but the area close to the light is already burnt out…

There is a light border under the shelves. Why?

Also rendertimes are pretty high with low settings.

If anyone has too much time on his/her hands, please download the file and try to render it (with only one light!), and maybe share settings or give tips on how to improve the rendering and the rendertimes.

Here’s the img:

here’s the scene file (max4.26): http://users.pandora.be/stor1/vray/room\_ww\_03.zip

thanks for any help!

flipside

i cant open the scene here at work right now but just a quick shot in the dark id say your settings are too low and that accounts for the border under the shelf as for the darkness under the table i would say that that can be fixed by raising the dark muliplier, however, the render time i would need to open the file to see to that. Maybe the use of vray materials if your using standard materials but im not too sure if it would help that much.

I’m using only vraymaterials, dark multiplier is already at 4, 12 second bounces with multiplier 0.85. What values for the dark multiplier are still normal? because I can also set it to 20 and lower the light intensity and stuff but I don’t think that’s the right approach…

If I raise settings (especially hsph subdivisions) rendertimes go up really fast. I’m also testing the normal and clr values.

keep it coming!

thanks,

flipside

Something else, below are 2 images:

screenshot during last pass with show calculation on

image with samples turned on (not with same settings as image above)

I’m not sure what all this represents and what I can learn from it to adjust specific settings. Is there some tutorial on this matter also?

thanks,

flipside

Maybe try precalc’d overlap for the “sample lookup” if the problem is a light leak this may fix it.

Just use colormapping
dark multipl 1.5

gr,
Leon

http://www.vrayrender.com/stuff/PMapTutorial/

This could be helpfull too.

Gonçalo

The dark mutliplier is already set to 4! (as said in one of my posts)

I did that tutorial, but I can’t get the effects as they describe. The rendering is not way faster with photon map set as secondary bounces. It also can’t resolve the dark area problem.

I think it is not possible to correctly illuminate this scene with only one light.

any hemp on the sample and show calc images. What do they show and how can I use the visual feedback to better the image?

http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=2435

Try this…

Gonçalo

You can remove the light leaks by turning on the “Check sample visibility” option in the Advanced irradiance map parameters.

Best regards,
Vlado

what if you increase the emission of the ceiling

try this: make a copy of the table material and give it the material wrapper mat. raise the generate and receive Gi and in subobject mode apply it to the underside of the table. I tried it and it worked pretty good

Indeed check sample visibility works great! What exactlu does it do? Why is this not default on, it’s super! Is it especially for geometry that just touches each other?

Problem with raising GI multipliers is that you will get excessive color bleeding (which is already too strong I think).

Here’s my latest attempt, not much focussing on the lighting balance, but more testing with all the treshold values/min-max settings for irradiance map and stuff.

The complete rendering (irradiance map calculation + rendering itsself) took 2h10m, and still there are artifacts. I use p3-800Mhz only… Is this a normal time for this kind of image with this processor? I think it’s rather long, considered there’s nothing difficult in the scene.

it probably is if your glossy reflections aren’t using interpolation… If you dont use interpolation then you can lower your subdivisions in your material. That should help some. good luck!

2hours? :shock: You can have good results in less than 5 minuts…

here is my little try

irradiance map min/max -5 -3
clr thresh, nrm thresh, dist thresh 0.3
hsph subdiv 50
interp samples 60

Secondary multiplier 0.8
depth 10

color mapping type Exponential
dark multiplier 2.5

i changed your falloff on your light from inverse to inverse square and raised the multiplier of the light to 10

Daul AMD 2400+ 1GB ram

i left your materials basically the same. there were some places where you had amounts like 0.8 for reflection glossy without having any reflections i topped it up to 1.0 to get rid of it just incase it was slowing down your render. I left your glossy reflections the same. however with interp glossies it would be faster. ill try interp glossies now actually

Hi Da_elf,

can you post all settings please (maybe some screenshots of the global render settings)? Did you use a different kind of light or just the omni that was in the scene? Did you change parameters there (like decay and stuff)

I really wanna see your settings, that would help me a lot I think. If you can send me the file it would be even better, but I have only max4.26 and demo of vray, so probabely all settings will be dissapeard if I open the file?

Also, is the rendertime of irradiance map calc and rendering, or is this an image rendered with a saved map already?

Thanks,

flipside

<ooops I didn’t notice you already did! did you edit your post or am I just blind???>

Hey but a dual amd2400, does this mean 2 times 2400Mhz??? No wonder your render is so fast, that’s 6 times faster processor than mine (plus you also have 3 times as much ram, does RAM make rendering quicker?)

yeah elf, when did you build/buy that monster???

well. yeah. definately more power hehe. and yeah. the render time is with the irradiance map. i didnt use a saved map
oh and its 4 minutes rendering with interp glossys