View Full Version : Environment: INterior Room Radiosity Test
indigooo 01-27-2003, 12:29 AM UHm just a fast render for an old project at work. uhm... vray
http://usuarios.lycos.es/felucos/renders/hotel_int2.JPG
that is all :D
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SheepFactory
01-27-2003, 01:01 AM
nice render ,
Please read the gallery rules before posting.
PureFire
01-27-2003, 01:27 AM
WOW!!...that looks spot on....your lighting is perfect.
FrageNSTEIN
01-27-2003, 01:27 AM
What did he do against the rules?
Drew
indigooo
01-27-2003, 01:37 AM
sorry, now fixed no problem in further posts
Skyraider3D
01-27-2003, 02:42 AM
Very nice! Two tips:
1) add a bit of randomness to the evn surfaces (stain, scratch, part of translucent paint, such stuff...)
2) 'over-expose' your background image. When you're in a room the outside looks much brighter (relative to inside)
HapZungLam
01-27-2003, 04:08 AM
1 thing that i don't like radiosity is that it makes everything dull.
i use final gathering instead, but how come people are using GI instead of FG?
WhiteRabbitObj
01-27-2003, 05:57 AM
The most powerful and realistic method is to use FG and GI together! Of course, it takes mucho longer, but it looks beautiful!
As a side note, I've been having problems in Maya using Final Gather when I change the camera environment color. If I turn the environment color from black to grey or white or anywhere in between, it starts blowing my character out as if I had too much light. Anyone know why this is? Does the environment color act like luminance as far as Final Gather is concerned? This is with Mental Ray 1.5b for Maya 4.5. Thanks!
nervous_twitch
01-27-2003, 07:40 AM
Looks great man. :thumbsup:
Where and what exactly is casting light in this (CG speaking). Is it a direct light? Where is the initial contact?
I'm just curious as to how you trick the GI into bouncing into the room so beautifully.
Again, great stuff. :)
Stimpy
01-27-2003, 09:28 AM
how about rendering a seperate pass for some specular highlights.. otherwise all your objects have the typical FG clay look.
eudemonie
01-27-2003, 09:40 AM
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yes, i realy like the picture.
would it be possible to post some render settings?
... would help me a little bit
thx
--
eu-
indigooo
01-27-2003, 10:39 AM
Originally posted by nervous_twitch
Looks great man. :thumbsup:
Where and what exactly is casting light in this (CG speaking). Is it a direct light? Where is the initial contact?
I'm just curious as to how you trick the GI into bouncing into the room so beautifully.
Again, great stuff. :)
yes i used thet classical method, area light in the windows to get the smooth result.
I think that is by now the best way to simulate a real room environement because you can play with many things. Mainly the trick is play with primary and secondary bounces, and also the dark level (much better to down the primary and secondary bounces and increase the black level).
So there are 3 lights in the escene, An spot light for the sun, and 2 area light in the windows, that is all. I will post later the effect of each light to se the effects.
indigooo
01-27-2003, 10:43 AM
Originally posted by eudemonie
---
yes, i realy like the picture.
would it be possible to post some render settings?
... would help me a little bit
thx
--
eu-
there are:
http://usuarios.tripod.es/felucos/renders/params2.jpg
indigooo
01-27-2003, 11:41 AM
uhm, the three illuminations:
only sky
http://usuarios.tripod.es/felucos/renders/sky.jpg
direct sun+sky
http://usuarios.tripod.es/felucos/renders/onlysun.jpg
only area light
http://usuarios.tripod.es/felucos/renders/areal.jpg
very gooooooooooood
can you post a wire whith the place of your light
tanks
(i m learning vray too and it is the horor)
:applause:
eudemonie
01-27-2003, 01:37 PM
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thank you indigooo
very nice to share these informations!
--
eu
indigooo
01-27-2003, 02:37 PM
uhm.... a wire with the place of the lights? i said i put 2 area lights in the windows (one per window xD) and a spot light somewhere for the sun...that is all
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