View Full Version : VRAY Office interior
highgrade74 01-19-2006, 02:14 PM Currently i'm working on a project with an large office space wich is being lit by 170 ceiling lights.
My question is: how would y'all do this ?????
If i place 170 lights my render becomes terribly slow, and when try to do it with a VRayLightMtl my render has an enormous amount of noise and black spots.
Does somebody know an work-around or a different way of approaching this ???
Any thoughts ????
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Maven
01-19-2006, 03:49 PM
use photometric lights with radiosity..that would be faster.
CupOWonton
01-19-2006, 04:48 PM
Make sure all your lights are instances. Set them to save within the IRRADIANCE MAP. You'll have to adjust irradiance settings for cleanlyness. It should treat each light as a self illuminated plane with a specific color and intensity. Obviously the other method is to just use planes and a self illumination map in place of the lights.
Do NOT use photometric lights with Radiosity with Vray.
Maven
01-19-2006, 05:39 PM
I meant scrap the vray thing all together.
vaXn8d
01-19-2006, 06:02 PM
Using VRayLightMtl would take so many samples it wouldn't be worth it, and VRay lights are going to be the most realistic, but it'll take forever and a day to render.
I would fake the lighting. You can do this a several ways, depending on the results you want. You can set up large spot lights high abover your ceiling that will cover the area of say, 40 lights (or whatever size chunks you want) and exclude your ceiling from shadow casting. You'll lose some detail, but gain render speed. You might even be able to set up direct lights above the ceiling like before, but with a projection map of your light layout. I'm not sure how well that'd work, but it might be worth a shot.
Hope this helps
dprgb
01-19-2006, 06:06 PM
use photometric lights with radiosity..that would be faster.
Gee, that's constructive.
You should figure out how many lights you actually need. There's no reason to simulate all 170 lights, they will mostly average together anyway.
Maybe make 5-6 large vraylights covering the ceiling, with higher subdivisions (maybe 16 or so). Then, if you need a wash of light on a wall or something, add extra lights only in that specific area. Also, make sure they're all set to save with the irradiance map, I'd recommend using the lightcache for the secondary gi. For the actual light fixtures, just use a standard material with 100% self illumination, set in the vray properties to not contribute or take GI from the scene. Create some boxes or whatever you want the lights to look like, just be sure to set the boxes to not cast or recieve shadows also.
CupOWonton
01-19-2006, 07:01 PM
Using 1.VRayLightMtl would take so many samples it wouldn't be worth it, and VRay lights are going to be the most realistic, but 2.it'll take forever and a day to render.
I would fake the lighting. You can do this a several ways, depending on the results you want. You can set up large spot lights high abover your ceiling that will cover the area of say, 40 lights (or whatever size chunks you want) and exclude your ceiling from shadow casting. You'll lose some detail, but gain render speed. You might even be able to set up direct lights above the ceiling like before, 3.but with a projection map of your light layout. I'm not sure how well that'd work, but it might be worth a shot.
Hope this helps
1.Wrong. It takes longer to cast the usual rays from 200 lights than to use LC and IRR to do the illumination.
2. Again, wrong. Ive set up tons of scenes using ambient omni's, inverse omni's (shadowing omnis), spots, etc. and Vray has come out with just about the same render times if not faster when you get down to glossy materials or mulitple reflectons. Looks 100X better too for the setup time.
3. Projection maps take quite a bit actualy, especialy if its the size of an office, also, it would just project strait down, causing lots of rendering and lighting issues.
vaXn8d
01-19-2006, 07:40 PM
1.Wrong. It takes longer to cast the usual rays from 200 lights than to use LC and IRR to do the illumination.
2. Again, wrong. Ive set up tons of scenes using ambient omni's, inverse omni's (shadowing omnis), spots, etc. and Vray has come out with just about the same render times if not faster when you get down to glossy materials or mulitple reflectons. Looks 100X better too for the setup time.
3. Projection maps take quite a bit actualy, especialy if its the size of an office, also, it would just project strait down, causing lots of rendering and lighting issues.
Please read more carefully before pointing out how wrong I am.
1. I was referring to VRayLightMtl. It takes an insane amounts of samples to get VRayLightMtl objects to cast smooth, non-blotchy lighting, especially over longer distances. See this thread (http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=14066).
2. I was referring to VRay lights in this instance, which are area lights. Rendering 170 area lights (the size of office light fixtures) would take forever. Yes, if they're stored with the irradiance map then it wouldn't be as intense upon render (although it'd still be heavy with all those area shadows which aren't stored in the ir map), but then calculating the ir map will take just as long. Try it if you don't believe me.
3. I was thinking in the projection map you could add a large halo to each light to simulate light fanning from the fixtures, but in actuality you're probably right and it would cause a lot of problems, more than it's worth anyway.
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