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Large Interior Scene_Help!!


THEPRAYINGMANTIS
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After going thru the Brian Bradley interior rendering video tutorials using mental ray sun and sky,I decided to tackle an interior lighting solution of a community centre project that I've been wanting to do for some time. Unfortunately I've run into high render times, a blotchy ceiling and light leeks. Can anyone please give me some direction for big interior areas like this. Most of the tutorials I've read deal with small spaces. I'm using mental ray sun and sky with skyportals on all window openings. Low FG preset and interior camera exposure. Photons 500000, 3 Energy, 500mm radius, 1500 photons per.

 

Thank you

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First off, check your units, and make sure theyre set correctly.

 

When dealing with large interiors I have found that Increasing two things helps the most: The radius of your photons and the number per light. I would turn down your sample per pixel, the higher you got the more blurred you soultion will be. Having a radius of only 500mm seems pretty small (altho the smaller the radii the more realistic), but you need to make up with numbers and increase it. If I was you, I would start with 1 Meter radius, and increase the number of photons per light, and try about a 1,000,000 photons per light. If its running too long still increase your radies and decrease your number of photons. Another option to check with FG+GI is "Optimize for FG" That will help smooth things out. Keep your decay at 2.0 (messing with this number decreases the realism).

 

As for FG, you can increase your interpolation Over Number of FG Points will help reduce noise (but blur your light solution too).

 

hope that helps some.

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  • 3 weeks later...

Also, using the photon radius in the mr sun can help a lot. Most of the sun's photons usually bounce off of the exterior of the building. Using the photon radius, you can guide them into the main opening in your building. Also, having the sun store half as many photons as default can help give the other lights more photons to represent themselves.

 

Also, you should turn on ambient occlusion in the arch&design shader if the lighting solution looses detail. That should add the details back in to the over-smoothed solution (like it was designed to!).

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