Maya GI help


#1

Overlooking the numerous problems in my composition right now, I seem to be stuck with the lighting in my scene. I’m using a directional light with GI photons to light the scene, with the sun and sky on. 1 secondary diffuse bounce.

The problem I seem to be having is that there are certain areas in my scene that have odd hot spots caused by the GI bounce light. In the top near the chimney, or the white boards on the wall for example, you can see where the bounce light is actually as bright or brighter than the source light itself. And the spreading of the ambient light in the scene is definitely not looking even. I recognize that if I crank down the photon intensity that I’ll be mitigating the effect, but that will also cause the scene to become even darker.

So is there a setting that I’m not aware of that can help me fix the problem, or will I be stuck making several lights in the room to get the even lighting that I’m going for? I know that the latter will be good practice, but I’m also looking to further my understanding of GI and it seems like there must be a simpler solution

*Maya 2012, Mental ray

Thanks in advance for the help!

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#2

I hope you are using linear workflow,if not use that.
Also try using portal light in conjunction with area lights.
It would give you a very good starting point .

My Lighting Reel


#3

Yes, I’m using a linear workflow. I hadn’t added the portal light in that render, but it makes no difference if I do. I’m thinking that I’ll just have to fake the ambient light in the scene with spotlights at this point.


#4

I still suggest you should use portal light first before adding ambient light .


#5

I’m seconding the portal light solution, as this is how I solve all my interior lighting scenes for the past few years successfully. Perhaps you didn’t have the portal connected to the sun/sky properly, and that’s why it didn’t make a difference? I’ve done that myself many times, only to find my renders too dark and blotchy because it wasn’t connected properly.

The Portal Light shader is specifically designed to remove and solve the blotchiness, while speeding up your render processing since it acts as an “FG concentrator”, meaning more FG rays get into your room and none are wasted on the outside of the structure.


#6

I’ve actually re-worked this entire scene-both from a camera angle standpoint and a time of day. This one was just far too flat composition-wise, and I was trying to last minute diversify my portfolio before an interview. Still, thanks for the comments.


#7

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