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Illumination problems...


Ky Lane
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Hi guys,

 

Ive got an internal scene basically setup, and have my lighting rig around it. Theyre a bunch of 0.2 direct lights with no shadows setup to hit from all directions...see image.

 

Now, for some reason, the walls are illuminating different to the ceiling? They both have the same material applied, the ceiling just has a vraydisplacementmod applied to it for the ceiling panels.

 

Any ideas?

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okay... if you prefer using standard lights with vray, what you are doing is not the way to go... I would advise to put an omni light in the centre of the room slightly yellowish do not turn shadows on. Play with attenuation with "start" being a third and "end" just outside of your interior walls. Switch ambient on. That will give you general lighting with no shadows on with rather a soft effect (suitable for vray and scalnine), although this is rather old school but with still use it for internal big spaces if we are really pressed for time. Than apply spot lights at your discretion like you would usually do in order get shadows underneath desks, chairs etc... Hope you like it...good luck

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okay... if you prefer using standard lights with vray, what you are doing is not the way to go... I would advise to put an omni light in the centre of the room slightly yellowish do not turn shadows on. Play with attenuation with "start" being a third and "end" just outside of your interior walls. Switch ambient on. That will give you general lighting with no shadows on with rather a soft effect (suitable for vray and scalnine), although this is rather old school but with still use it for internal big spaces if we are really pressed for time. Than apply spot lights at your discretion like you would usually do in order get shadows underneath desks, chairs etc... Hope you like it...good luck

 

Thanks for the tips :)

 

What other lighting system WOULD you use other than standard lights?

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OK. I probably need to do some tutorials. I use an array of Direct lights with no shadows to just generally illuminate a room, then use photometric lights etc to simulate the rest.

 

What Im producing is a large floorplan which is generally fluroscent tube lit. So I want to get a fairly bright general lighting thing going on, then use real lights inside to produce my shadows etc.

 

With the lighting rig, I can just up/down the general lighting to get the desired level of general illumin, then play with the real lights for realism.

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Sorry I was being obtuse on purpose, every time I mention Ambient Occlusion I get shot down in flames;)

 

With Fakocity, unless you are going to use a whole bunch of soft, shadow mapped omni's it will be difficult to get the subtle soft shadows in the corners and junction where objects are sitting on the floor etc. AO with give you that. There are several methodes of use so you will have to experiment to find one that is best with Vray.

 

My personal favorite and easiest is using AO in the diffuse level slot of a Oren-neylar blinn shader, for each material.

 

Others are projecting the AO from and Omni to get the AO pass and compositing.

 

Both these methodes are based on MR workflow and as yet I havn't experimented with Vray.

 

As to the ceiling lighting what happens when you move the upward facing directional lights to be more vertical?

 

JHV

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