mmangold Posted July 12, 2004 Share Posted July 12, 2004 I have always had problems with interiors. I can never get the lighting correct. I have tried radiosity but it never looks right. Probaly I just don't have the experience with radiosity. So now I am trying mental ray in Max 6. Vary is not an option since we don't own it and a demo is not available. I have 16 mental ray spots and some IES lights in the soffit of the tray. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted July 12, 2004 Share Posted July 12, 2004 The "problem" with radiosity is that you need to set the lights correctly, according to a real project in order to achieve decent results. The solution is pretty accurate, only depends on the lights (and correct scale, but I assume you're already working like that). If I were you, would stick to radiosity instead of Mental Ray's GI. It's faster and easier to setup (imho). Link to comment Share on other sites More sharing options...
mmangold Posted July 13, 2004 Author Share Posted July 13, 2004 Thanks for response Rick. I tried using radiosity and it seems I lost shadows and some things are washed out. Any suggestions? I have placed lights according to the architects plan. Thanks, Mike Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted July 13, 2004 Share Posted July 13, 2004 Post your light setup and radiosity setup so we can help you more directly. Link to comment Share on other sites More sharing options...
Fran Posted July 13, 2004 Share Posted July 13, 2004 Things to check if you're using radiosity: - Reflectance values of your materials in the scene. They should be within the ranges of real world values. There is a basic table of values in the max help. - Radiosity will "leech" color from bitmap and procedural textures, usually to the red side. You can control bitmap saturation in the Bitmap Output rollout. Use the HSV color controls for materials without bitmaps. Remember that when you look at the material sample in the editor, it is "pre-lit" and that your lighting simulation will add onto what you see in the editor. - Make sure your model is the correct scale. - The radiosity meshes for the objects in your scene look too large. You won't get good definition with large mesh parameters unless you use Regathering. You can set meshing parameters by object in Object Properties or Bylayer in the Layer Manager. You can also set the number of refine iterations by object. - According to Alex at Autodesk, you should run your solution to 98% initial quality to get accurate results from your photometric lights. - Use Logarithmic Exposure Control with photometric lights. Usually, I find the default Brightness (65) to be too bright. I hope this helps you. Link to comment Share on other sites More sharing options...
mmangold Posted July 13, 2004 Author Share Posted July 13, 2004 Thanks Fran and Rick for your help. Here are my settings see attched images. I will try and scale down the mesh and increase the solution to see what happens. Thanks, Mike Link to comment Share on other sites More sharing options...
Buffalo Bills Posted July 13, 2004 Share Posted July 13, 2004 Doesn't using the filter setting which you have set at '5' take away the definition of everything including shadows from the lights. I try not to use that setting because I usually get weird things to happen to my shadows and lights. Link to comment Share on other sites More sharing options...
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