how to light this Scene


#2

Right now you’ve got no shadows, which is why it looks too bright and there’s no contrast. I think you need to copy your scene and then delete all the lights. Get your key light right (the sun coming in through the windows). Make that look as absolutely good as possible. Then add lights if it’s necessary.

Try adding some volumetric effects for the sun beams coming in through the windows. That combined with some dust particles will give you that look you’re going for.


#3

Also, your photons should be coming from the area lights, not a point light floating in space (unless it’s meant to be a lightbulb or something). You should usually be trying to think about how the real life scene would work. If all the light is coming from outside, don’t put any lights inside unless you are trying to add some fill light that isn’t created by the global illumination.

If you are quite new to lighting, don’t use photons at all (in my opinion). Just set up your lights and turn on Final Gather.


#4

Thank you very much for the help

even When im looking at the real world light im Somtimes getting Stuck when i want to Simulate somthing (like: Dusty Room and dark lighing) i cant figure out what come first and what comes next…(Use photons or not, Use Only FG, creat light bounce manually)


UPDATE:

Someone told me to use only FG no GI and to use this Physical Shader
im Trying to Figure out how this Exposure work…
for some reason the render Goes fine until its finished to render then im getting this weird GLOW…


#5

They probably wanted you to use it so that you’d be using a linear gamma workflow. If that’s the case, you should usually be leaving the Gamma at 2.2.

That’s why I suggested what I suggested. I think it would benefit you if you would just take all your lights away and return your settings to their default. Start off by getting your keylight absolutely perfect (this will be your sun coming in through the windows). Use a directional light with raytraced shadows and once you think your light is perfect, turn on final gathering and render it out. Take things one step at a time. The worst thing you can do is make more than one major change before rendering.

Final gather is going to get you one light bounce, sorta. Global illumination is really the only proper way to simulate light bounce and color bleeding, but it’s much more difficult (in my opinion) than just using final gathering. A lot of the time it might not even be necessary. Final gather takes a point on a surface and looks around to see the color and brightness of the surfaces around it. If it’s seeing a lot of light, it’s going to get brighter. So it’s not really calculating light bounce, but it does work. Try it out, you’ll see.


#6

This what i have So far…
GI+FG
Not FINISHED


#7

Watch videos 3 and 5, they’re free.

http://www.digitaltutors.com/11/training.php?pid=2787


#8

Where is the light comming from? If it’s the sun, where are the shadows?


#9

i have 1 Spot light as Sun (to control the shadow and Decay)

3 Arealights that low intensity and emmiting Photons

all lights Decay are Quadratic

Also the sun light As AreaLight Sphere (For Soft Shadow) im guessing thats why u dont see any Shadows…

thats what im Aiming for: (the Lighting, Dark Corners, The mood)


#10

i also have IBL with HDRI image…
…(for the Scene colors)


#11

hi inferno070, you’ve come to the right place.

i have 1 Spot light as Sun (to control the shadow and Decay)

The sun has such a small amount of decay rate when it reaches the earth I wouldn’t bother setting one. Giving it a small amount of an area makes sense, there’s some area to the sun and/or if there’s a cloud in front of it.

thats what im Aiming for: (the Lighting, Dark Corners, The mood)

Using your image as a reference the first thing I notice are the bright areas with fairly hard shadows. That would be from a sun light source especially if you notice that the shadows are parallel.

There is very little sky light entering the room, most of the bright areas are actually reflections.

The very dark corner in the background looks like it has a dark color pipe or some object.

Hope this helps out some, Cheers!
-Dan


#12

hi, and thank you for your help
now im trying to go back into basics i remove all my textures and use only Lambert Shader…im using now with Directional Light

BTW what is the best shadow for this?: raytraing shadow? or Depth map Shadow?

Or to use Both?


#13

Raytrace. Always raytrace. They’re much more physically accurate and they just look better.


#14

cloudy day? :smiley:

the dark corners look of that example you posted mostly is because of the high contrast of the image.

Are you using linear workflow (2.2 gamma)?

If so, then you’d probably wont get this straight out of your renderer and need to add contrast in post.

If not working with linear workflow, it shouldnt be too hard to get that look. But i would still recomend using linear workflow and doing the contrast in post. Its more ‘correct’ and you’ll have more control in terms of the final look.


#15

Well I couldn’t resist, I had to have a go at recreating your photo reference myself:

It was quite challenging, at least the way I did it (going for physical accuracy) because the photo has no doubt been altered a fair bit in post. My floor is still too bright and I only used procedural textures, so with proper texturing it would work a lot better. Here’s how it works:

  • I’m using the Physical Sun & Sky as my only real light source.
  • I have a Portal Light at each window (rectangular area light with the mental ray portal light shader applied, each area light set to ‘visible’ to make it work). Good info in the help.
  • I’m using a ‘linear workflow’ with the photographic lens shader, using it to desaturate the image entirely and crush the blacks a lot.
  • I’m using GI and FG. The GI does make it look a bit better, but you might not miss the effect it has until you compare with and without.

By the way, what Andrew said used to be true about FG only adding one bounce, however these days you can turn up the number of diffuse bounces to whatever you like (usually 3 is plenty). You can only use 1 bounce in combination with GI though, otherwise it would be a bit redundant.

I’m using the Mia shader for everything too by the way, with it’s Ambient Occlusion feature enabled to get the really dark corners etc. My scene is modelled roughly to scale also (not that I know the scale, but it’s a few metres wide etc).

One thing I discovered is that turning up the Haze value on the sun & sky system helps reduce the contrast, ie it adds more sky fill light which was useful when trying to reduce the contrast of the floor. I needed to go further though.

On my photographic exposure node I ended up overexposing the scene quite a lot, then darkening my shaders right down in order to keep the really bright ceiling reflections while maintaining a dark scene overall. This is something people often overlook in a more physically accurate lighting scenario (I learned that from Master Zap), if you think how ultra bright the sun is, an object may only be like 2% reflective but that 2% is still really really bright to us when we see it.

Anyway, I’ll clean my scene up a bit and consider posting it but you should keep trying too! :thumbsup:


#16

I must get all my information from outdated sources. Thanks for clearing that up!


#17

Hi, Jozvex[color=White] - [/color]thank you very very much for your help[b][color=White]!
and thanks to everyone that helped me.

[/color][/b][color=White]BTW: this scene is going to be in color not Gray :)[/color][color=DarkRed][color=White]i’ll try that and hope to upload a new scene here…[/color][/color][color=DarkRed]:)[/color][b]:wavey:

[/b]


#18

what you think abut this: (i stoped the render)


#19

Way better!

You can totally tell that the lighting is coming from outside now, it’s not unrealistically bright like it was before.


#20

here some update: with litle bump (need to fix)
(still Working on the textures…)
in Post-production it looks very Realistic…


#21

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