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Interior lighting help (mortuary) WIP


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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

mortuary.jpg

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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

mortuary-2.jpg

 

image seem to lack shadows...

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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?

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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.

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