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ies sun help


notamondayfan
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hey guys.

 

im currently doing a flat interior, and using vray free.

 

im using the IES sun for the direct light and an omni for ambient, as well as vrays GI.

 

now the problem is where the light hits the ground, its always too bright, no matter how i change the light, bounces, or anything.

 

any sugestions? thanks, dean

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Hi

 

Actually I'm also creating a similar scene and I can't handle with IES sun and IES sky... Can someone tell me a nice way to create daylight into a flat?

 

I can't also insert a background picture when rendering with Vray... isn't it at environment / background??

 

Best Regards

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what colour mapping areyou using? i'd suggest expotenial or HSV expotional - actually vray free probably does have that enabled...

 

if i was doing an interior i'd place area lights over the windows to simulate light coming from outside and then place a direct light in the scene (outside the model) to create the hotspots of the direct light hitting surfaces... 1st get a good light level with just the area lights and then add your dorect light last an adjust its intensity multiplier to suit.

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thanks guys.

 

i think maybe IES stuff is probably best suited for the more advanced vrays.

 

im now using a direct light for the sun, multiplyer about 2. and for the general light, im using 6 directional lights, all facing each other, which i think should give me decent control.

 

its looking better anyway :)

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thanks guys.

i think maybe IES stuff is probably best suited for the more advanced vrays.

im now using a direct light for the sun, multiplyer about 2. and for the general light, im using 6 directional lights, all facing each other, which i think should give me decent control.

its looking better anyway :)

 

 

using 6 directional lights all facing each doesn't make sense (i presume to replicate ambient light)....... using area lights placed over the windows will work much better. The light distribution of an area light is much more suitable for replicating ambient light within a space

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in general avoid omni light all together...... they are completely unrealistic and offer no reference to any kind of light found in reality.

 

using area lights placed over the windows is more efficient than using 6 direct lights placed all around your model ...... you have one placed behind the model for example, from what i can see the wall it points at is solid and therefore no light will pass through it so the light is not contributing anything to your render. Equally with such an expanse of glass on the right hand facade any light coming in from the left hand rooms (going from your original image attachment and assuming these are bedrooms or such with smallish windows) is going to be as good as unnoticable since the main source will be the glass walling system.

 

the reason for using area lights against direct lights is that they produce light with a softer feel, their distribution pattern is much better for producing a diffuse style of light which ambient light within a scene primarily is.......

 

Use one direct light to replicate the direct light of the sun ( the suns rays effectively travel in parrell to each other due its size and the distance between it and the earth, as do the rays produced by a direct light in max and viz)

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