naeem.3dmax Posted January 26, 2011 Share Posted January 26, 2011 Hello everybody. I have a problem in room lighting the ceiling is too dark i am try to solve it but did not understand how to solve it i am using photometric lights in ceiling and the red border in ceiling vraylight material Thanks Link to comment Share on other sites More sharing options...
Koper Posted January 26, 2011 Share Posted January 26, 2011 are you using a physical camera? and are the interior lights the only light source? Link to comment Share on other sites More sharing options...
naeem.3dmax Posted January 26, 2011 Author Share Posted January 26, 2011 Thanks for interest Koper I used standard free camera. And light source is the room light upto 90% window is near 10% Link to comment Share on other sites More sharing options...
Camby1298 Posted January 26, 2011 Share Posted January 26, 2011 I would either of the 3 quick tricks. Either adjust the ceiling in post. Or if that is not an option, I would adjust the Vray Properties of the ceiling, specifically increase the GI amount to something greater than 1 (to whatever brightness you want to achieve) Or, use an override material on your floor, and for the GI slot, substitute with a white matte material. Link to comment Share on other sites More sharing options...
dannytomlinson Posted January 26, 2011 Share Posted January 26, 2011 Change to exponential color mapping. Worked for me once. Link to comment Share on other sites More sharing options...
naeem.3dmax Posted January 27, 2011 Author Share Posted January 27, 2011 Changed to exponential color mapping but not worked then check GI amount already 1.0 then increase vray properties generate G.I increase 1.0 to 1.5 thats work for me some. Thanks to all for helping me. if any idea of this issue please write. Link to comment Share on other sites More sharing options...
Ismael Posted January 27, 2011 Share Posted January 27, 2011 Describe the room dimensions HxWxL, describe phometric lamps (VrayIES, Max ies and ies file). Also describe the VrayLight material and the width. The lighting lacks definition right now. Are you using VFB with Physical camera? Link to comment Share on other sites More sharing options...
aristocratic3d Posted January 27, 2011 Share Posted January 27, 2011 I see a clear solution. if you are talking about the color bleeding that caused the darkness then use an override material. Link to comment Share on other sites More sharing options...
BrianKitts Posted January 27, 2011 Share Posted January 27, 2011 (edited) If you are trying to get more illumination out of your IES lights, just crank up the multiplier. Unless you are doing a photometric light calculation on the space, there's nothing stopping you from upping the multiplier. If the red color casting is a bit much for you either use an override material for your GI (as camby mentioned) or drop the saturation level in the GI roll out to cut back on the color casting in the bounced light. Change to exponential color mapping. I would never recommend using exponential color mapping. It clamps too much out of your lighting solution, and makes it all too easy to flatten out the lighting quality of your scene. There are far better options for controlling the intensity of the lighting in your scene. I even try to stay away from Reinhard these days and only use it as a last option when I have the entire scene lighting set and just want to knock down the final burn a tad rather than adjusting the entire lighting solution. Edited January 27, 2011 by BrianKitts Link to comment Share on other sites More sharing options...
Camby1298 Posted January 27, 2011 Share Posted January 27, 2011 I would never recommend using exponential color mapping. It clamps too much out of your lighting solution, and makes it all too easy to flatten out the lighting quality of your scene. There are far better options for controlling the intensity of the lighting in your scene. I even try to stay away from Reinhard these days and only use it as a last option when I have the entire scene lighting set and just want to knock down the final burn a tad rather than adjusting the entire lighting solution. What kind of color mapping are you using these days Kitts? Link to comment Share on other sites More sharing options...
BrianKitts Posted January 27, 2011 Share Posted January 27, 2011 (edited) Linear, it's how light actually works.... anything else is warping reality to suite your needs. For anyone who's adopted LWF if you use anything other than linear color mapping then you are negating every physical basis for utilizing a realistic based lighting environment. Now I'll counter that with the other side of the coin that there's absolutely nothing wrong with using other lighting work flows to suit your artistic needs. But for my money I want the full un-clamped quality of light in my scene, avoiding the flat output that clamping can steer you towards. Edited January 27, 2011 by BrianKitts Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted January 28, 2011 Share Posted January 28, 2011 As a side note, which I am assuming most in this thread know... Reinhard at 1.0 is pure Linear. Reinhard at 0.0 it pure Exponential. Anywhere in between is a sliding scale mixture of Exponential to Linear. The reason exponential probably worked once to correct the scene is that you had crazy high light bouncing around, and exponential just kept thing in check and flat enough from being completely blown out. I wouldn't recommend it as a solution. Link to comment Share on other sites More sharing options...
aristocratic3d Posted January 28, 2011 Share Posted January 28, 2011 As a side note, which I am assuming most in this thread know... Reinhard at 1.0 is pure Linear. Reinhard at 0.0 it pure Exponential. Anywhere in between is a sliding scale mixture of Exponential to Linear. The reason exponential probably worked once to correct the scene is that you had crazy high light bouncing around, and exponential just kept thing in check and flat enough from being completely blown out. I wouldn't recommend it as a solution. Actually what I learned so far. every color mapping has an use. and sometime an specific color mapping help very good. Suppose a few days ago I had to use HSVS exponential to keep my textures more highlighted and unchanged. That worked well. So we will see what is best suited for us. situation demands. Link to comment Share on other sites More sharing options...
naeem.3dmax Posted January 28, 2011 Author Share Posted January 28, 2011 Thanks to Camby1298, Crazy Homeless Guy, BrianKitts, Koper, dannytomlinson, Ismael, aristocratic3d for helping me in this way aristocratic3d say situation demands thats a point in this case my problem solved with using a vray light with 0.5 multiplier solve my problem actually i have a first experience in IES lights. thanks [ATTACH=CONFIG]41090[/ATTACH][ATTACH=CONFIG]41091[/ATTACH] Link to comment Share on other sites More sharing options...
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