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MartinNH
04-15-2006, 03:36 AM
Hey everyone, I hope someone in here will point me in the right direction. I'm working on modelling my room in 3ds max 8 and I've been experimenting with different kinds of lighting. I've settled for a Mental ray area omni outside the window. I'm using final gathering with 1000 samples.

The problem is with the are behind the shelf to the left in the picture, as you can see the back of the shelf and the books in it bounces some ugly light onto the wall. How do I get arround this without changing the light in the rest of the scene? I

http://www.martinity.com/room.jpg
Ps: The poster isn't on my wall irl, but I wouldn't mind if it were. The painting is from www.goodbrush.com (http://www.goodbrush.com).

Another question: Is it possible to use a displacement map on a box without getting holes between the faces?

MartinNH
04-16-2006, 11:13 AM
Found the solution, it was something as simple as a light with less than 100% shadow intensity. So the light seeped through the walls and reflected off the shelfs. Heres what it looks like now, changed the posters to some of my own paintings. I might have gone a bit overboard with the glow from the window:

file:///C:/DOCUME%7E1/Martin/LOKALE%7E1/Temp/moz-screenshot.jpghttp://www.martinity.com/final.jpg

MartinNH
04-16-2006, 05:37 PM
Here's another one, this time with the lamp being the only lightsource. The lampshade is a material with a translucency shader and a rather low opacity.

http://www.martinity.com/final2.jpg

vineethjose
04-16-2006, 06:02 PM
nice one

a bit computerish.

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