hello all cg’ers
I’m hoping to get a little help with some lighting issues. I am trying to do an interior render of a large concrete hall space that is lit mainly from a wall of frosted glass panels. I’m trying to simulate a large amount of natural light entering the space from the clear glazing (left side) and the frosted glazing (opposite camera), to get a more natural look, although i thought I may need to add some interior point lights in areas far from the wall.
basically, I’m trying to bounce as much light around the interior as possible. So in a second attempt, I tried to add an area light that has no intensity, and only emits photons.
I dont have much experience in successful interior renders, and I’m 0% on GI success.
Settings:
-color management ON - Linear workflow - sRGB input / sRGB Linear output -->32 bit float open exr
-Physical sun/sky used (lens shader deleted)
-Final gather on medium quality, 200 rays
-No gamma correction on textures (I think its not needed since my input is set to sRGB?)
second render has an attempt at inserting an area light the size of the translucent glass wall, just on the inside edge, with 0.01 intensity, emitting photons. GI settings are at default. I couldnt change the number of photons emitted, i dont know why the box was greyed out. I just got a milky haze in this version.
The interior is huge, the floor to ceiling height is 3.25 meters. My maya units are changed to meters.
I’d greatly appreciate any help. thanks in advance!
first try - only Final Gather

second try with GI and added area light

