kicks Posted August 31, 2004 Share Posted August 31, 2004 Link to comment Share on other sites More sharing options...
STRAT Posted August 31, 2004 Share Posted August 31, 2004 any roof lights or external lighting effecting it? can you post up a sketch or idea of what we're looking at to give you a better idea? only there's 100's of methods of lighting what yuo're describing. i better idea would be nice. Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 Link to comment Share on other sites More sharing options...
STRAT Posted August 31, 2004 Share Posted August 31, 2004 if i were to light that scene in cinema 4d, with GI... i'd first set the general gi light bounces to 1 (the lowest) for render speed, then work on puting in lights from there. i'd use attenuated visible omni's in all the required possitions, each of them emmiting a low sampled soft shadow. and i'd put a light in every possition where there should be a light. even if there are 100's of them. this way you'll emulate as closely and realistically as possible the lighting in the scene. just make sure you optomise the light/shadow properties for faster rendering. i'd put in a high density gi emmiting skydome in to let light in from any external windows. then up the radiosity/gi settings as much as you dare before final rendering. [edit] heehee, btw, call that a huge interior scene? childs play m8 [edit] Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 heehee, btw, call that a huge interior scene? childs play m8 [edit] yawrr right....(try using my pc) guess i've been used to dealing with small interiors (so that is relative to me) Link to comment Share on other sites More sharing options...
IC Posted August 31, 2004 Share Posted August 31, 2004 In LightWave, I'd run downward pointing shadow mapped spolights along the ceiling and back again over the course of one frame (Basic Graph Editor knowledge required). Then do the same with weaker lights along the floor pointing up. Using Motion Blur causes all the grainy shadows to merge from each pass giving a nice soft shadow. Very low radiosity settings and there you have it. Don't know how easy it is to do something like this in other renderers but it's very fast to render. Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 .... I'd run downward pointing shadow mapped spolights along the ceiling and back again over the course of one frame (Basic Graph Editor knowledge required). sorry I do not quite get this one. Can you please expound? Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 [edit] heehee, btw, call that a huge interior scene? childs play m8 [edit] Hey strat, just out of curiousity how big(overall dims) is the biggest(interior) scene you had done?and the guestimated rendertime? Link to comment Share on other sites More sharing options...
STRAT Posted August 31, 2004 Share Posted August 31, 2004 Hey strat, just out of curiousity how big(overall dims) is the biggest(interior) scene you had done?and the guestimated rendertime? i regulaly model and render internals, such as mega supermarkets like Tesco and Asda etc ect with shop floors of well over 120m x 120m x 6m (high). all usually fully detailed and lit. render times vary, depending on what purpose the out put is to be used for. anywhere from 1 hour upwards for a decent resolution still. i usually render a mixture of real gi and fake gi too to keep render times down. sorry i cant actually show you any examples, as what i've done (do) is confidential (hence the general lack of STRAT posts, most of my work never sees the official light of day) Link to comment Share on other sites More sharing options...
abicalho Posted August 31, 2004 Share Posted August 31, 2004 Hi there, The biggest scene I've done is an interior model of an office space with 200 cubes moreless. I had 300+ lights setup, and no GI (it was 1998!). I always used lights with attenuation, and stuff. If you're doing an animation or a lot of renders, with no moving objects, I'd really go for whatever process "bakes" or "saves" the lighting setup. Either GI or Radiosity; or even Render to Texture. This way every time you need to re-render things are smooth and fast. Alexander Link to comment Share on other sites More sharing options...
izrut Posted August 31, 2004 Share Posted August 31, 2004 ei Kicks what exactlly are U trying to achieve...are we talking about architectural solution of the problem or 3d max software solution?! Give us a clue Link to comment Share on other sites More sharing options...
Harjeet Singh Posted August 31, 2004 Share Posted August 31, 2004 i guess you can reduce down the photon numbers. if the scene is going to be filled with furniture/other details, you may also consider avoiding some object from generating diffuse/secondary lighting. and one more thing, spots are faster than omni for GI. a low secondary bounce would also helpful. a photon map saved would also do while test renders. i'm curiuos about a BIG interior seen too. how big is considered big is issue of different opinions but still what is an average big anyway? what about this half done model attached? i'm worried about the render time it's gonna take with GI or Fakiosity !! PS: Everytime i need to attach something i got to shift to IE. Any ideas why the attachment doesn't work in Mozilla ???? Link to comment Share on other sites More sharing options...
STRAT Posted August 31, 2004 Share Posted August 31, 2004 PS: Everytime i need to attach something i got to shift to IE. Any ideas why the attachment doesn't work in Mozilla ???? works fine in mozilla firefox for me Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 ... how big is considered big is issue of different opinions but still what is an average big anyway? what about this half done model attached? i'm worried about the render time it's gonna take with GI or Fakiosity !! Link to comment Share on other sites More sharing options...
Josh1587140445 Posted August 31, 2004 Share Posted August 31, 2004 Holy crap virses, that is a lot of detail there. Your face count must be enormous. Link to comment Share on other sites More sharing options...
kicks Posted August 31, 2004 Author Share Posted August 31, 2004 Link to comment Share on other sites More sharing options...
RyanSpaulding Posted August 31, 2004 Share Posted August 31, 2004 I wish I had a supermarket blueprint My company does mostly lame s*** like highways and landfills. Link to comment Share on other sites More sharing options...
IC Posted September 1, 2004 Share Posted September 1, 2004 Kicks, The method I was talking about uses the fact that lightWave's AA function renders each frame over and over again in passes. Motion Blur takes the interpolated light info from each pass and merges it. This means you can keyframe a light at Frame 1 then spin it 720 degrees around a null or move it to the other side of the room and keyframe it at Frame 2. Set pre and post behaviour to repeat and you get clever lighting effects with fewer lights and no additional render time. This 'Spinning light trick' forms the basis of just about all fakeosity in LW and at its most basic turns a Spotlight into an Area light(almost). Link to comment Share on other sites More sharing options...
kicks Posted September 1, 2004 Author Share Posted September 1, 2004 Kicks, The method I was talking about uses the fact that lightWave's AA function renders each frame over and over again in passes. Motion Blur takes the interpolated light info from each pass and merges it. This means you can keyframe a light at Frame 1 then spin it 720 degrees around a null or move it to the other side of the room and keyframe it at Frame 2. Set pre and post behaviour to repeat and you get clever lighting effects with fewer lights and no additional render time. This 'Spinning light trick' forms the basis of just about all fakeosity in LW and at its most basic turns a Spotlight into an Area light(almost). (edit)ooops have to move this to finished work (edit) http://www.cgarchitect.com/vb/showthread.php?t=6915 Link to comment Share on other sites More sharing options...
izrut Posted September 1, 2004 Share Posted September 1, 2004 personally I'll go for Ph Area Lights...If U want give it a try Link to comment Share on other sites More sharing options...
John Dollus Posted September 3, 2004 Share Posted September 3, 2004 Supermarkets are typically big box architecture - cheap construction. They would probably use a highbay fixture in the center of each of the ceiling bays (think parking garage). Something with a wide area affect. In the signage areas above service desks,try adding track lighting or spots to draw attention. You want to make sure someone can see 'bakery' sign from across the store. The market umbrella is interesting in the back and could look kinda fun to string the supports with christmas lights. Link to comment Share on other sites More sharing options...
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