erona Posted July 13, 2007 Share Posted July 13, 2007 Hi, I'm currently working on this and I hope you guys can help me achieve a better approach on a default/scanline lighting. I'm still struggling on scanline techniques. I posted here so that I know C4D users will bump unto this. Its a MAX world out there. ok, here is a simple room with nothing much to see (not my design tho) My first run: - spline on coves (area light shape) - rectangular area light from floor as well as ceiling - spots for downlights - area light from behind the cam Link to comment Share on other sites More sharing options...
erona Posted July 13, 2007 Author Share Posted July 13, 2007 2nd try: - same scene lighting but only a bit brighter Link to comment Share on other sites More sharing options...
erona Posted July 13, 2007 Author Share Posted July 13, 2007 3rd try: - placed 6 omnis in the mid of the room for ambient lighting @ 10% str - removed floor and ceiling area lights - one big plane (area light shape) for cove instead of spline - ceiling was redisigned - materials upped - removed area light from behind the cam image seem to lack shadows... Link to comment Share on other sites More sharing options...
STRAT Posted July 13, 2007 Share Posted July 13, 2007 hmm. all those time consuming area lights that dont do anything. why not just use soft shadowing ambient lighting? area lights aren't the be-all and end-all. area shadows are, but not area lights. area lights are more needed if you have specific shaped light, like glows, lasers, lamp speculars/falloffs etc etc. for the general illumination of an internal romm ambient omnis are perfectly capable. your strip lights are blotchy because there's not enough samples and they're too close to the ceiling. /EDIT these comments were intended for the first image only before you'd posted the others. i notice now you've removed the area lights. see how better they look? Link to comment Share on other sites More sharing options...
erona Posted July 16, 2007 Author Share Posted July 16, 2007 hmm. all those time consuming area lights that dont do anything. why not just use soft shadowing ambient lighting? yep i noticed that too. my first two renders took more than 2 hours while the last one only 20mins! Area lights were hard to control and the effect is a bit unpredictable. area lights aren't the be-all and end-all. area shadows are, but not area lights. area lights are more needed if you have specific shaped light, like glows, lasers, lamp speculars/falloffs etc etc. for the general illumination of an internal romm ambient omnis are perfectly capable. i have used area lights for the plane in the cove and made the shape visible. i cant think of any other way to do than fake it in PS your strip lights are blotchy because there's not enough samples and they're too close to the ceiling. i see. now i understand why im having long render times. i was trying to make the cove smooth but its only giving me long renders and headaches. these comments were intended for the first image only before you'd posted the others. i notice now you've removed the area lights. see how better they look? yep, they look a lot better and a lot faster to render. but still i feel something is lacking, maybe with the shadows. Link to comment Share on other sites More sharing options...
erona Posted July 16, 2007 Author Share Posted July 16, 2007 4th update, and almost finished - same approach but made changes in the design. EDIT: why do the 2nd and 4th images only shows links but not the images? Link to comment Share on other sites More sharing options...
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