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DaVee
03-23-2007, 09:56 AM
Hi,:)

So all is in the title, the render below show you how the hdri is. And as you can see the problem is about shadows. Don't goes well into the scen, wheels,... walls, there's no procedural in walls this is just the shadows or something. And i don't why actually it goes like that. I fix just one thing, light went through walls, i double sided them ( render is not finished yet) but i'm not sure this will fix it.
So this is the picture.
http://dg1.dave.free.fr/topics/dragster190_Opt.jpg
http://dg1.dave.free.fr/topics/render7_Opt.jpg
Thanks for advices

David.

Bugpoo
03-23-2007, 04:55 PM
I can't solve your problem...maybe ask Wegg and AlexK.

Just wanted to drop in and say that's a great model!

DaVee
03-23-2007, 06:27 PM
Thanks Bugpoo, :)

David.

rago
03-23-2007, 07:38 PM
Try to use a Hybrid GI method, and on the environment material where you put the HDRI map make sure the reflection option is off, check image light!
See if this helps!!!

AlexK
03-23-2007, 08:34 PM
Alternatively you can try to use a blurred version of your HDRI, by that you can help the render engine smooth out the GI result.

khurrum_j
03-24-2007, 12:16 AM
Hi DaVee.

Its not the HDRI.

Your GI Gather Count is set too low. Try to keep it above 400 at least.

And keep your lights the way they are, at default settings, with Raytrace for shadows, GI will calculate the best shadows for you.

Once you get the result you want with GI, you can start to experiment with light settings.

I also notice stretching in the reflections in your render. Are you setting the environment as Spherical or Spherical (Probe) ?

KHURRUM

IRONIC3D
03-24-2007, 09:59 AM
Hey DaVee

Just a workflow tip for you to get things right, it's never a good idea to do GI lighting or lighting in general in full blown colors with shading and all. Instead, use a lambert type material for all your scene, that is a default grey diffuse color with no specular component. Start tweeking your GI and lighting settings from there, and once your done, load back your shading and your all set.

This has the following advantages.
- It's very fast to get feedback, since there is no reflection/refraction or complex shading models to be calculated, it's only the GI light bounces with the color bleeding if there is.
- With this methode you can see and control how much dark/light contrast areas you have, and you can balance yoru lighting much better this way and much faster.
- Your materials will be tweeked better this way once your load them, because you have a proper lighting environment. So you only tweek the material components relative to your lighting, and not both at the same time. So knowing what is wrong is easier to fix.

Anyway combine this with what khurrum_j suggested and you'll be able to solve your lighting much better.....i hope :)


Anyway hope this helps.

Cheers
I3D

MoodyB
03-24-2007, 10:47 AM
So all is in the title, the render below show you how the hdri is. And as you can see the problem is about shadows. Don't goes well into the scen, wheels,... walls, there's no procedural in walls this is just the shadows or something. And i don't why actually it goes like that. I fix just one thing, light went through walls, i double sided them ( render is not finished yet) but i'm not sure this will fix it.


The pattern on the wall is probably because of a low gather radius / photon count. When using ' Photon Mapping ' or ' GI Noise Reduction ', Messiah normally needs huge amounts of Photons ( 1 million+ ) and a low gather radius to get rid of the blotches / add detail to the shadows, so it's not worth the hassle really, regardless of the faster looking render times.

Do what Rago suggested - use Hybrid as your rendering method and never turn on GI Noise Reduction as it's currently 'broken', and has been for some time.

Take a look at the scene Wegg posted in this post :

http://forums.cgsociety.org/showpost.php?p=4150186&postcount=16

Try the render settings in your scene ( it uses the Hybrid rendering method )

And check AAArons' post below for settings to use with Hybrid GI :

http://forums.cgsociety.org/showthread.php?f=92&t=458739

DaVee
03-24-2007, 03:31 PM
Thanks for all your advices,
i turned off all textures and shaders in the scene and adjust light and GI (i add a panel light finally, let the shadow quality to 3 for the moment and check raytrace ) and turn off GI noise reduction too. As you can see i had all the bad tunes :).

Right khurrum_j, Hdri is spherical probe map type. Do you think it's bad ??

After multiple test with all your advices, there's a screen capture of the last render test.
http://dg1.dave.free.fr/topics/lightTunings.jpg

tell me if you think there's something wrong and how it can be improved. thanks

Thereupon i couldn't resist to restore al textures and hdri image.
First render i forget to activate hdri, but it wasn't bad thing, cause i saw how the light goes through the pictures with textures.
And when i activated the Hdri i noticed it was hightlighted. I'll decrease the intensity hdr (set to 1.0 for the moment) in the next render. i hope it's the right thing to do. :)

However i was stuned by fast time the image was rendered. and i have to thank you for that too.
So thanks again.

David.

khurrum_j
03-24-2007, 03:47 PM
Glad to see your render improve.

Spherical (Probe) is not bad. For your particular model, you might want to try Spherical only. This should get rid of the 'stretchy' reflection.

Otherwise looking good. Lets see a textured render?

And yes, Messiah renders real quick. Its the setup that takes time! :)

KHURRUM

DaVee
03-25-2007, 01:16 AM
Hi,

New render, and photoshop improvment
Replace spherical probe by spherical only (change hdri too).
http://dg1.dave.free.fr/topics/Dragsterrender02.jpg

Thanks once again for all your advices.

David.

Wegg
03-25-2007, 02:49 AM
Hey that looks cool! Great work. Gallery worthy!

khurrum_j
03-25-2007, 07:14 AM
DaVee,

Congrats on the gallery addition dude! Nice one.

I would love to see this thing animated. Maybe a little particles boost? :)

Keep it up!

KHURRUM

DaVee
03-25-2007, 11:34 AM
Thanks, i'm glad to see you like it.
Gallery!! yes why not :)

David.

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