View Full Version : Arch-viz:interior And Exterior Light
11-03-2006, 09:23 AM
sorry for generic question, but i'm finding some tutorial or .zip scene to understand illumination inside a building or outside, using FG or GI.
I've search around the forum, here and in XSI base,;i've found so many excellent pics and thread, but none with attached .zip scene or a clear and illustrated workflow.
I know wich every scene need different setup, but if i have one of this scene on my PC, could be a great starting point for tweak the setup.
Probably is my fault but in some case i don't be able to obtein a good shadowor i have so many part overexposed or other stuff.......
11-03-2006, 11:50 AM
Have a look at http://www.lamrug.org/
If you look down the side bar there are some tutorials on Final Gathering and Ambient Occlusion. One called Mar. 29 - FG/AO (http://www.lamrug.org/presentations/mar2005/LAmrUG_March_2005_v2.pdf) and another Apr. 26 - FG/AO 2 (http://www.lamrug.org/presentations/apr2005/LAmrUG_April_2005.pdf). It's a good idea to use these together in your shaders. (There is a tutorial in the v5 manual)
Also try using zbump for bumpmaps - http://www.shaders.moederogall.com/
You can set up lighting in lots of ways and use different solutions to complete them. Especially with Mental Ray as it is one of the most flexible renderers there is - the downside is that this makes it difficult to master. Most of the archviz here is made with renderers like V-ray which are set up just to make Archviz with the click of a couple of buttons. (But thats cheating. ;) )
For externals - Depending on what time of day/year it is the sunlight is a different temperature and comes from a different angle - (you could use the light temperature mental ray shader which has been exposed by a few plugins - try the Tek2Shoot.com website),and the sky is a different shade of blue. It you want a generic setup, maybe use a skydome(sphere) with a constant shader big enough to surround the entire scene. Maybe add a texture to get the blue ambient light from the sky. Then use a light with a slight colour tinge to it. Set it's shadows on and play with the umbra for increasing or reducing shadow strength.
Maybe set up a few starting points at different scales.
Tips for interiors:
bounce light into interior through windows with a grid with a constant shader set to white, make sure it isn't perfectly aligned to the scenes surfaces so rotate it arbtrarily.
Use a distant light (or a spot light set far away if you want soft area shadows), have it shine into the window and cast a strong patch of light on the floor - play with strength and material setting to reduce the burned out effect.
In the interior have a single/couple of point lights with intensity set to something really low like 0.01. Add ambient occlusion shaders to the materials to bring back some of the shadow.
Turn off the ambience as it mucks the FG up.
I'm still working this out for myself so thats the best I can give you at the moment!
11-03-2006, 04:13 PM
thx for your reply.
Very very very instructive and helpful.
11-10-2006, 09:13 AM
searching around i've found this:http://www.treddi.com/forum/index.php?showtopic=8436&st=0
11-13-2006, 07:27 PM
searching around you found a greath thing :applause:.....
thanks marciani ..:thumbsup:
11-14-2006, 01:42 PM
hm....i have tried many ways (XSI) but stil dont have good contrast on some parts....any idea ??:shrug:
11-14-2006, 05:37 PM
hm....i have tried many ways (XSI) but stil dont have good contrast on some parts....any idea ??
No, for me is the same i don't be able to get crisp and strong shadow, it's seems like washed....
Try with another image mor darker and composite in Photoshop.
P.S. where did you find the Whole .zip scene?
I've tried but receive an error message.
Could you post in my e-mail please: email@example.com (http://firstname.lastname@example.org)
11-14-2006, 06:41 PM
hmm...i know for photohop but i try all the time :) and i will post better render next time ...i hope
I have allready send you 3ds scene, just export in OBJ....:thumbsup:
11-14-2006, 06:41 PM
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