meme131 Posted October 27, 2007 Share Posted October 27, 2007 this is my first interior trial render plzzzzzz i need ur help guys:confused: this is a bathroom interior i really wish to get to realism plllllz help i used one direct light with vray shadows intensity is 3.0 and vray planes (invisible) for the windows irradiance primary 1.5 light cach sec. 1.0 and coloring map HSV exponential dark=5 light=2.5 and sky light enviroment 1 i am trying now a diffrent coloring map reinhard hope it works it is still dark i dont know what to do the mirrors r weired the water i am working on it now hope it work anyyyy suggestions plz help Link to comment Share on other sites More sharing options...
Fran Posted October 27, 2007 Share Posted October 27, 2007 Enabling reflective caustics in the Vray render settings will brighten things up and solve problems with things reflecting dark in mirrors. It will also increase render time. Link to comment Share on other sites More sharing options...
meme131 Posted October 27, 2007 Author Share Posted October 27, 2007 okkkk i will try that but i hate caustics for the time i wil try that thnks;) Link to comment Share on other sites More sharing options...
sile Posted October 28, 2007 Share Posted October 28, 2007 There are many ways to make your interior scene looks brighter. I have no much experioence with HSV exponential colour mapping. I usually use Exponential or Reinhard. All kinds of colour mapping are described at: http://www.spot3d.com/ here are some solutions: 1.You can try to set a light multiplier higher. 2. Make some experiments with different values of color mapping. If you use Exponential type try to increase brighten value. If colours look washed out or too bright just simply decrease the gama value. 3. Global ilumination depends on the light bounce of materials. you can try to use Override material and put a bright V ray material in the GI slot of Override material. You can use it for walls, ceilling, floor...as you like it. 4. there is also a material wrapper (type of v-ray material) where you can control the GI emitting and recieving. 5. Postprocess in Photoshop (or any similar bitmap editor) Try to duplicate the base layer and set it to screen mode. Then you can play with opacity... I hope it will be helful. bw Link to comment Share on other sites More sharing options...
meme131 Posted October 28, 2007 Author Share Posted October 28, 2007 hayyyy thankkk for ur reply it is realllyy helpful i tried now reinhard with 5.5 bright and .6 burn i increased the sky light enviroment to 4 and the irradiance map to 2 i descreased the GI recive of the leather units at the back STILL WORKING ON IT PLZ FOR ANY SUGGESTION... I WILL B WAITING THANKS Link to comment Share on other sites More sharing options...
sile Posted October 28, 2007 Share Posted October 28, 2007 I'm glad if I could help :-) Thanks for posting the pic. just keep posting to see how it's going on... Link to comment Share on other sites More sharing options...
meme131 Posted October 28, 2007 Author Share Posted October 28, 2007 thanksss just tell me what u think am i getting closer i really wish to get to realism Link to comment Share on other sites More sharing options...
sile Posted October 28, 2007 Share Posted October 28, 2007 You are on good way. But don't forget that realistic image is not always a good image. Just keep posting so we can see the progress of your work. It is always recomended to search for reference material. Photos, scans...notes... Realism is always combination of accurate and nice modelling, precise materials settings, realistic textures, lights and soft shadows...reaserching web for tutorials, forums, etc... And lot of practice of course :-) bw Link to comment Share on other sites More sharing options...
dagor Posted October 28, 2007 Share Posted October 28, 2007 realy strange and illogical technique. there is realy simple way for lighining in vray. try to use sky+sun+phiscamera. set sun and sky mltiplier in 1. se phiscamera and play with f-stopts, shutter speed, ISO. it change your exposure. also use vraylight with phisycal lumenous power. if your set up all this thing accurate, you can simple switch to night render. just set of sun, sky and change exposure (don`t take vraylight in room). about reflective caustics - dont` think it`s good idea. it don`t change brightness of reflection and whole image brightness. Link to comment Share on other sites More sharing options...
meme131 Posted October 29, 2007 Author Share Posted October 29, 2007 thanks for ur help i tried these setting for exterior b4 i will try it for interior thanks for the caustics i agree it is only a waste of timeee thanks guys Link to comment Share on other sites More sharing options...
shaneis Posted October 29, 2007 Share Posted October 29, 2007 Caustics are not a waste of time - provided you are adept enough to use it correctly. When it comes to rendering, Fran is somewhat of a master - maybe take her suggestion and explore caustics further. Unlike cleverly applied caustics, multipleee keeeyyy strokesss areee a wastee offf timmeeee! Link to comment Share on other sites More sharing options...
dagor Posted October 29, 2007 Share Posted October 29, 2007 hm, i`m realy have not much experience with caustic (reflective caustic) so please, Fran and shaneis, explain me, how can it help in this situation? he use Irmap and Lcash. he don`t use QMC, he don`t use Detail Enhancement, Irmap and Lcash gives very interpolaited GI, so don`t think that caustic give good result. i think reflective caustic with good quality give 20%-30% extra rendertime. but there are more simple abity for make render better, for example correct lightining. may be he can share scene and we tweak it? or may be you show another expamle with caustic? i think you can share some valuables infos for me and other ppl! please do it as well. if you have not time or possibility to explain caustic for this scene - give us a link for infos os some more then "try it". I realy have not minde how it can helps make interior brightnes or better. as for me i can tweak shared scene in my way and share my info. sorry for my english, if it`s hard to reading ))) i`l fix grammer misteke some later. Link to comment Share on other sites More sharing options...
shaneis Posted October 29, 2007 Share Posted October 29, 2007 Firstly, I think Fran was referring to the darkened areas in the first render where caustics would actually lighten. (Apologies to Fran if I'm misrepresenting) I suppose the best way to see how caustics can add to a scene is to render a caustics pass. This is a good practice in a highly reflective environment as it reproduces real-world lighting in a much more realistic way. "Faking" caustics is also good practice in a production environment. However, it takes time to observe and learn how caustics would work before you can fake it...considering that caustic effect are quite often surprising, especially with mirror surfaces - catacaustic (eg. chrome), complex refractive - diacaustic - (eg cut crystal/ gems/ water). If we consider the Incidence of Refraction, it becomes more complex again. Put simply, these complexities alone would make for a long render. If we have render/ photonic settings that are "wasted", render times become even longer. So a well tuned caustic solution at render time will provide enough photons with enough "bounces" to pass any given catacaustic/ diacaustic material and arrive at it's terminating surface where the caustic is visible. Counting the probable bounces just as we would count the transparent surfaces for raytracing settings is a good start, but we can also limit the caustic photon bounces, yet still retain the strongest caustic effects so as to minimise render times. In the case of the second render posted by meme111, we could get away with limiting the caustic photons to a few bounces so we could see the catacaustic illumination created by a very reflective floor, the mirrors on the wall, and also the diacaustic illumination created by the water features. To this, by removing the caustic attributes for the remaining materials in the scene, we will significantly reduce the amount of calculations that the render engine will need to make - and therefore the amount of time taken to render. As the rest of the scene will be lit with other light sources/ techniques, we are only after the primary caustic effects - enough to add realism and (as Fran mentioned) secondary illumination. I hope you find this useful, and here are a few links to help you understand the role that caustic illumination plays as opposed to global illumination. http://www.3dvirtualight.com/prev_rendering.html http://www.cs.umd.edu/~mount/Indep/SCheah/causticpaper.html http://www.cse.ohio-state.edu/~liku/courses/cse782/Lab3/lab3.htm General info about the current method for rendering caustics... http://en.wikipedia.org/wiki/Photon_mapping General Info about the future method for rendering caustics... http://en.wikipedia.org/wiki/Photon_tracing An excellent set of examples illustrating what I was rambling about in regards to rendered caustic effects that we can easily see in an image as opposed to caustic effects that we can actually render...and barely see at all... http://www.cpjava.net/photonproj.html Link to comment Share on other sites More sharing options...
dagor Posted October 29, 2007 Share Posted October 29, 2007 first of all, thanks for answer!!! i understand photon maping method. I think it works good with caustic. But i was surprising about Frans words bacause meme111 don`t use photon for GI. Also Fran didn`t say aout photon. I think GI caustic doesn`t work very detail with Irmap and Lighcach. It work better with Irmap and DE. I will read carefull you word, it slowly and hard for me sometimes, because my english is not so good as your. Can we test scene if meme111 share it for us? Or can test caustic in another scene? It would be great to make real scene )) Link to comment Share on other sites More sharing options...
Fran Posted October 29, 2007 Share Posted October 29, 2007 As Danil suggested, use the Vray physical camera and play with exposure control. I keep forgetting that Vray has a physical camera now. Danil, Reflective caustics is not necessary for someone who doesn't have an issue with darkened objects in mirror reflections or if rendertime is more of a priority than realism, which from a production standpoint, it usually is. Last I heard, Reflective Caustics was an option in the Vray render settings that is disabled by default. Things may have changed with 1.5. In the attached images, the reflection of the soap in the mirror is dark when reflective caustics are off. The image appears brighter because I was trying all sorts of things regarding scene lighting to troubleshoot the problem. So the scene appears brighter than the one where the soap renders properly. As for tests, I recommend that you make your own. I used to have two kitchen renders that demonstrated the brightness difference perfectly, but the images are lost. I doubt they would be of much value anyway, since rendertime seems more of a concern for this situation. Link to comment Share on other sites More sharing options...
dagor Posted October 29, 2007 Share Posted October 29, 2007 thank you. still don`t understand how it can affect so serously on scene (i don`t have same trubles), but i think in individualy for each scene. i`l try it anyway and share result some later. what did you use for GI? don`t say photons please ))) Link to comment Share on other sites More sharing options...
meme131 Posted October 30, 2007 Author Share Posted October 30, 2007 hay guys i am really happy with ur posts actually i am still not working with photons or caustics i increased my Global lights to 4 and envig. skylight 2 and increased the GI emitted for the walls and here is the result mmmmm i am not that happy it is getting darkerrrrrrrrrrr those tubes r like snake sculpture mmm i am working on them for any suggestions or comment iwill b happy to hear Link to comment Share on other sites More sharing options...
dagor Posted October 30, 2007 Share Posted October 30, 2007 i don`t like what you doing, but it`s IMHO. try to use for start: set sky+sun (don`t touch it)+phiscamera (ajust f-number 5.6, shuter 30, ISO 100) acualy that`s all. you can tweak material. may be some inside lingt. don`t touch any GI multipliar. use reinhard mult 0.85. it seams you don`t know what you doing with settings. oh. i forgor. i use gamma 2.2 for render. so you need another settings for camera!!! playaround with it! can you share your scene and texture? i want test GI reflective caustic on it. Link to comment Share on other sites More sharing options...
Fran Posted October 30, 2007 Share Posted October 30, 2007 This is a demonstration of the difference between Reflective caustics on and off by Vlado. Be sure to note render times. But I think people don't realize what they are sacrificing in terms of realism for faster render times. As I said, the time difference would be prohibative for a lot of everyday production rendering. When you use a spectral raytracer such as fryrender or Maxwell, reflective caustics are there whether you want them or not because they are an integral part of physically-based rendering, as well as DOF and glossy reflections. They are just there. Link to comment Share on other sites More sharing options...
dagor Posted October 30, 2007 Share Posted October 30, 2007 Fran, thank for images. I understand refl caustic. i know how effect looks like. but as meme131 asked about darkness in render and you say that caustic can help - sound was strange for me, because there are more simple way to bring brightness in work )) So my question was not about caustic in whole but about caustic in that situation, in that room. My english is not good, it`s difficult sometime to ask what i mean ))) Know all is ok. Thank you and shaneis for your time! Link to comment Share on other sites More sharing options...
meme131 Posted October 31, 2007 Author Share Posted October 31, 2007 woooww thanks fran i never knew it would make that big diffrence thanks:cool: Link to comment Share on other sites More sharing options...
meme131 Posted October 31, 2007 Author Share Posted October 31, 2007 danil thanks for ur setting i will try these i will send u my 3d file if u like to test it ur self about the gi belive me it made a hugeeeeee diffrence it is a nice trick to lighten ur sean in a gast way Link to comment Share on other sites More sharing options...
jeandelessard Posted October 31, 2007 Share Posted October 31, 2007 sorry to disturb in this post. But i'll comment a bit. it seems that you did'nt put any vray lights in front of the windows. put it a little blue color , made it invisible add more light in your setup. And render. 3d allow you to cheat whatever you need. so cheat the lights. and use Ps to finish it. Link to comment Share on other sites More sharing options...
dagor Posted October 31, 2007 Share Posted October 31, 2007 i`ve got your scene. the first global mistake is unproper system unit you use. your scene is too small so no one sttings work proper. use real system unit for example i use mm. you can use your system unit. convert it or rescail and reset Xform after scail. Link to comment Share on other sites More sharing options...
dagor Posted October 31, 2007 Share Posted October 31, 2007 next big mistake is using standart material! dont use standart material!!! use vray material instead snatdart!! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now