Unit F

Here is a little interior for a college dorm room layout options. I know that they are going to place a big red mark across the window opening because they are bright, but hey, that’s how it would be. I’ll probably end up pasting something in there so it isn’t so white.




Nice :slight_smile:
Is the DOF in post or rendered?

Your latest renders are looking quite nice Bobby! Is the red light meant to be from sunset? The neutral light coming from and near the window (not just the window itself) read as an overcast bright mid-afternoon which contrasts somewhat oddly with the sunset feeling of the red.
Also the ceiling light might be a bit too whitish and not warm enough, but that might be just right to get the dorm room look hehe.

I did the DOF in V-Ray[quote=“Vizioen, post:4, topic:54994, username:Vizioen”]
Nice :slight_smile:
Is the DOF in post or rendered?
[/quote]

It is lite by an HDRi, so it should all work, but I agree, it needs some work.[quote=“ntavian, post:9, topic:54962, username:ntavian”]
Your latest renders are looking quite nice Bobby! Is the red light meant to be from sunset? The neutral light coming from and near the window (not just the window itself) read as an overcast bright mid-afternoon which contrasts somewhat oddly with the sunset feeling of the red.
Also the ceiling light might be a bit too whitish and not warm enough, but that might be just right to get the dorm room look hehe.
[/quote]

Some updates




Scene setup looks great. I’m also confused as to where that red tint on the wall is coming from though given the scene objects and the light temperature coming through the window.

I am having the dangest time with my HDRI outside the window, or anything outside the window for that matter. I can’t balance it even with ridiculously low numbers.

For me what works best is to have 2 dome lights, one for lighting (invisible, reflections and specular off) and one for background (diffuse off.) The difference in intensity is about 10x between the two (lighting is 10x stronger than background) Use with regular portal lights.

Andy

I will give that a try, thanks! The client loved it, but if I can figure out the lighting it can be much better.

For lighting you men invisible on, correct?[quote=“glorybound, post:44, topic:55124, username:glorybound”]
For me what works best is to have 2 dome lights, one for lighting (invisible, reflections and specular off) and one for background (diffuse off.) The difference in intensity is about 10x between the two (lighting is 10x stronger than background) Use with regular portal lights.

Andy
[/quote]

Yes, invisible option checked.

Are you using a pg skies hdri? Had this tint problem when using some of his hdri’s…

I’d be curious if this is expected or indicates a bad hdri. Because I’m experiencing the same with my own hdri’s and I’d like to know if its me doing something wrong or not.

I tested a bunch of Hdris, including PG skies ones. I’m​ thinking​ it’s just the nature of the images. Though it did vary for me how much I had to reduce the intensity of the visible one, some instances it was almost 20x difference.

In my experience this happes if the hdri has no ground and is not properly cut off at the horizon. PG skies has some freaky colors below the horizon line so you often get those tints. Using a hdri with a ground can help or if you want to use the hdri you are using right now you could try to place a groundplane manually around your room to cut of any colors below the horizon.

first one is with a manually placed groundplane, second image is just the hdri with nothing outside the room.



Here is a screen recording, showing what is happening. I am using a different HDRI, so it is the exposure thing that I am trying to work through.

Try reducing the background domelight intensity further. Try 0.2, and if that’s too low you can start bringing it back up by increments. If too bright, lower it still.

No, still totally blown out. Also, my Environment is empty.

Have you tried turning off the portal light and seeing if that made a difference? Im playing with a scene here and trying to replicate what you are experiencing