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Viz interior lighting


AmandaB
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I do my 3D drawing in Autocad Architectural Desktop and file link it into Viz 4 where I add my materials, this is the first time I have done an interior rendering, and I found a tutorial on how to create a self illuminating material for my fluorescent lights. I render the scene and every thing comes out dark. I use no exposure control as the tutorial says , is there anyway to lighten up my scene with out over exposing other objects. Please help. Also the materials in the scene all look fake....or plastic. I cannot figure it out.

Another way to put it.... is there any way to add light to an autocad object to light the scene properly?

 

Here is a picture of my rendering.... there is no depth to it and it is too dark..... please help

 

http://www.cgarchitect.com/forum/filepush.asp?file=webpost-image-1.jpg

 

[ September 03, 2003, 07:35 AM: Message edited by: AmandaB ]

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From a composition standpoint, you have pretty braod expanses of drab color, the floor in the center of the image and the walls at the back left. If you could put something on the walls, add a score pattern to the flooring, or even move people around a bit to clog up those areas I thin it would help. Is your entire scene lit by the external light and self-illuminating florescent lights? If so, I'd either up the shadow density modifier on all of the lights, or tone down the strength of the interior lights in order to get nice shadows. Have you considered readiosity? Keep us posted.

 

David Barbarash

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Thanks for the imput!

 

I guess I was looking for an easy way to apply light to a scene instead of appling all the individual lights....is there anyway to apply a series of lights to a layer???? I work in layers imported in from Autocad..... also how do I apply a "score" to my ceramic tile.... when I put a UVW map to the floor layer and put it to FACE it all comes up weird??

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All you have to do is move your newly created light objects to the layer you want, IE an "interior light" layer. You can get any score/expansion joint pattern you want by using a map in the bump channel of your floor material. Either find a layout you like in MAX's existing maps, use the brick map built into the program, or build one yourself in your favorite photo imaging program from scratch or from a photo. Just remember that solid black = 0% elevation and solid white = 100% elevation for your bump.

 

David Barbarash

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In the material editor, select one material, name it, slide down until you find the maps tag. then select the difuse slot,a window will pop up, assign bitmap as a new map and then locate the image you have just scanned. Be sure that the objects you assign this material have an uvw mapping modifier applied.

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