ok I am making an attempt to make a tutorial using simple image from displacement to bump, doing some complicated materials to hopefully playing on emissive lighting. I will also explore using double reflections to achieve good metals and other materials. so bear with this simple set up and materials which you can find on typical free sketchup.
typical screen scene.
im attaching the scene first here. rendered in clay style. In order to render achieve clay render you need to tick override materials in the global switches. this scene has been rendered using the default setting except using the viewport size of 958X619.
also im attaching the link for the model so you can do it together with me.
ok you cant overlooked it now. BTW im no expert with this thing but i just wish i can help some other guys,especially the new ones.
ok i will continue this after having my good lunch. There is a very important thing to remember (which confused me actually for long time).
1. Physical Sun is a very strong light and in order to correct a lot of things with this the vray camera act like a counter weight. Therefore if you are using the physical camera for night scene you will realize that you have to increase the light multiplier way way up high so that you can see them, therefore my advise is to turn off the the Physical camera if you are doing night time scened.
Nomer
I think what you are doing is a great idea and thank you in advance for putting in the time and effort.
I am following you so far.
If we have questions, do you want us to wait until you’ve finished, or do we ask as you go along? I can see that there may be some diversionary discussions if we are not careful.
Enjoy your good lunch.
Hi Nomer, great idea! I got your scene, hope we can do some “dirt” material, by vra-y way, not PS. We will see…
Maybe this time I get the trick with displacement ,because I never get it right!
been away far too long. something came out, discussion of my classes next school year with the head of the school. yeah David, this is also a good place to discuss things, as we know in vray we ca do similar things in many ways, so if you have idea, input, questions, we can even use this as an avenue. i know we can learn from each other, and any input is highly appreciated by each of us here.
to continue. I increased the sky multiplier from 1 to 4 in this render to allow more light to penetrate inside the room. Of course adjusting the Fstop value of the camera, or increasing the ISO or decreasing the shutters speed can lighten our scene. but as for now i dont want to touch the camera yet so not to confuse especially the new guys.
the shadows are still sharp and the contrast between dark and light tones is just too much.
If I increased the Sky multiplier or lighten up my camera i will have alot of blotches, especially if im using IR Render engine as my primary RE. This was actually one my frustration before. Adding another Vray rectangular outside will help to fill lights inside the interior. I added a vrectangular light (invisible) with strenght of 500.
*tip1* you have to place the rectangular light a certain distance from the wall to avoid burnout of certain walls near the window.
*tip2* save your Light catche, photon map or Ir map and reload them if you are experimenting with light. once you reloaded the saved map, vray will just render your scene.
*tip3* use track mouse while rendering, and point your mouse to the areas you wanted to see first. if you dont like the result, jsut cancel rendering and adjust those things you wanted to do.
If I increased the Sky multiplier or lighten up my camera i will have alot of blotches, especially if im using IR Render engine as my primary RE. This was actually one my frustration before. Adding another Vray rectangular outside will help to fill lights inside the interior. I added a vrectangular light (invisible) with strenght of 500. you can use 200-300 also.
multiplier @500 i think is a bit too much but it any case just lower it.
*tip1* you have to place the rectangular light a certain distance from the wall to avoid burnout of certain walls near the window.
*tip2* use track mouse while rendering, and point your mouse to the areas you wanted to see first. if you dont like the result, jsut cancel rendering and adjust those things you wanted to do.
ok i lower the multiplier of rect light up to 350 and decrease the noise threshold (QMC Sampler) to lessen the noise. I dont really recommend the lowering of noise threshold when still checking the light as it will slow down the rendering process signinficantly. Also I saved my IR and LC map and reloaded them again on this rednering to speed up my workflow.
but oh no what are those noisy stuff on the corner of the wall.
I call them “Blindspot”. because i put the window blind, the light could not penetrate those area (sorry if i dont know how to explain clearly, bear with me here, but hopefully with the next step i could explain it more clearer). when there is blind spot like that, you will have either splotches or noisy stuff. OK what is the solution then? increasing the samples, hsph subdivison, reducing the noise??? well any of these thing will increase render time, it may help or completely obliterate them but i bet your rendering time will be much longer. I ask about on this forum about this problem but no one responded to me.. yes no one.
trying to understand how it works. i will share now a solution which i found through experimentation.
By putting another invisible Rectangular light (as fill or ambient light) with low multiplier behind the camera, you could actually reach those what i called “blind spots”.
the above render, i turned off the rectangular light on that window (since its useless now because of the window blind) and created a fairly huge rectangular light behind the camera with multiplier of 2.5. Wow rendering time is much faster than the other image before.
Nomer, I think it will be nice if you put the rendering time
as well.The new guys will see the effect of some action,
reflected in rendering time, witch is very important in
computer graphics.
nomer,
this is very interesting, it really gives great ideas on us!
thanks or doing this,
hmm, i dunno, does putting rec lights create more noise in the scene?
sorry migz 4 misunderstanding, the reason i turned off the vray rectangular light outside the window was because i added another rectangular light behind the camera, and since i am using the blind, most of the light has already been obstructed by this element.
Putting rectangular light will actually removed the noise, as light will bounce on those area. and amazingly rendering seems much faster.
ok now i want to lighten up a bit some of the dark areas. this time instead of light multiplier, i will use the physical camera.
as we know in using the real camera, there are three important we need to know; the aperture size (measured in f value), the shutters speed (how fast the shutter will open and close), the ISO how sensitive is the film(conventional) or sensor(digital) with light.
* the lower the fstop value the bigger the aperture size, therefore more light will penetrate the camera.
* the lower the shutter speed, the more light that will enter the camera
* the higher the ISO the more sensitive the film/sensor with light.
in conclusion vray imitate these. therefore if you lower the Fstop value, increase the ISO, or decrease the shutter, the image will get lighter. Do the reverse of, the image will get darker.
in the rendered image below i decreased the fvalue to 7.
i rendered again another one this time with stop value of 4. I saved both LC and IR map and reloaded them. you will see the render time was just over a minute comparing with the previous one.
About the ISO value…if I may, from what I read about that,
it should be of maximum 400, because above that value, the noise will reappear.Like a real camera.