erkutacar Posted September 18, 2012 Share Posted September 18, 2012 hi, ive got 4 photometric lights emitting from cylinder. when they r out in the open they light up the scene properly. but when they r hidden in the ceiling, they light through the geometry and make splotches as if using low GI settings.. now those images r rendered with FG only on Low preset with 3 bounces.. Link to comment Share on other sites More sharing options...
salvador Posted September 18, 2012 Share Posted September 18, 2012 Not enough samples to smooth out the solution. Happens in VRay as well. Link to comment Share on other sites More sharing options...
erkutacar Posted September 18, 2012 Author Share Posted September 18, 2012 no it happens when i enable GI and/or up the samples as well.. it works perfectly in iray but i dont like using it as it doesnt support everything Link to comment Share on other sites More sharing options...
Ismael Posted September 18, 2012 Share Posted September 18, 2012 How is this "4 photometric lights emitting from cylinder" made? Which 'Light Fixture' are you trying to portray? Link to comment Share on other sites More sharing options...
erkutacar Posted September 18, 2012 Author Share Posted September 18, 2012 4 free lights, each emitting from a cylinder shape with radius 2cm and length almost 3.5 meters... size doesnt matter why does it work properly when it isnt hidden behind a geometry.. btw, when its hidden inside the ceiling, there is nothing in front of it, its not actually in an object.. i placed them inside an inward extrude Link to comment Share on other sites More sharing options...
Ismael Posted September 19, 2012 Share Posted September 19, 2012 Get some recessed downlights here: http://www.erco.com/products/download/others/downloaddaten-3992/en/dltut-1.php?aktion=nop&sprache=en&dir=40_planning_luminaire/63_max/00005_complete The ies distribution which comes with these models just sits slightly below the actual model not shoved in the ceiling. That on account of it (the ies distribution) being a representation of the actual physical interaction between the illuminant and the lamp geometry; ie, lenses, reflectors and opening, etc. Link to comment Share on other sites More sharing options...
erkutacar Posted September 19, 2012 Author Share Posted September 19, 2012 oh i didnt know max lights were that shitty lol but the same thing also happens when i place a tube and give it self illumination.. what do u say about that ismael? my geometry doesnt have any problems.. here is an iray render Link to comment Share on other sites More sharing options...
Ismael Posted September 19, 2012 Share Posted September 19, 2012 Post a Max 2010 stripped down scene with the light scenarios that we (at least me) may share your lol... Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 19, 2012 Share Posted September 19, 2012 With recessed lighting you need higher settings as most of the samples are being trapped inside the recess. The iray render works because it is able to solve more samples outside the recess. So place your lights right on the edge of the recess and make sure it is pointing in the right direction. Use Photons, shoot many photons with a small radius and few photons per sample Have a high trace depth to allow the photons to bounce around in the tight areas. The FG can be low, and leave the bounces to 0 . You may need to play with the lights Energy settings. jhv Link to comment Share on other sites More sharing options...
erkutacar Posted September 20, 2012 Author Share Posted September 20, 2012 thnx for the reply justin, ill try later, im rendering something now.. i tried with gi too. with settings, average photons per light 4M, max photons per sample 4000 and sampling radius 2cm.. i tried up to 30cm but couldnt get any good result.. ill post wireframe shots of the scene later.. Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 20, 2012 Share Posted September 20, 2012 Having 4000 samples is over kill and a waist of time, wist a 2cm radius, 150 samples will be more than enough. jhv Link to comment Share on other sites More sharing options...
erkutacar Posted September 20, 2012 Author Share Posted September 20, 2012 hmm really? ive read in a tutorial that samples must be increased according to the size of the room.. my room is about 30m in length and 9m in width Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 21, 2012 Share Posted September 21, 2012 Your sampling size should relate to the detail in the model, ie a large empty room with large flat surfaces then use a large radius and a room with small, tight detail, recesses and objects then a small radius is needed to get light into those recesses. your sample radius should determine how many photons per sample you should use, ie a large sample size will need more photons per sample to get a detailed solution, a small radius will need proportionality fewer photons per sample to get a detailed solution. However you will need to shoot more photons per light to get good coverage. You will get a more detailed solution using a small radius and many photons than you will with a large radius and fewer photons. Link to comment Share on other sites More sharing options...
erkutacar Posted September 21, 2012 Author Share Posted September 21, 2012 hmm ok thanks a lot justin.. ill take that into considiration when my rendering is done.. my model isnt very detailed yet coz i havent modeled oven and microwave and other detailed things yet.. Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 21, 2012 Share Posted September 21, 2012 (edited) Just did a little test, One thing I did come across was the FG interpolation methode, If I used the default Number of FG points, then the underside of the bulkhead got light leaks, but using the Old, Radius interpolation cleaned this up. BUT for some reason some of the buckets didn't interpolate properly???? I think its a bug Anyway this is a screen grab Edited September 21, 2012 by Justin Hunt Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 21, 2012 Share Posted September 21, 2012 Ok I got a bit carried away ended up using some numbers I typical would not use but I like the results and the render times were acceptable. To solve the interpolation problem I increased the FG density. Normally I dont go above 0.8 for density as going higher adds heaps to render times, but by dropping the number of rays per sample the calculation time was kept under control. Also played with the materials and added four down lights Link to comment Share on other sites More sharing options...
erkutacar Posted September 22, 2012 Author Share Posted September 22, 2012 hehehe thanks a lot man it looks great ill try it now and show u the result.. i tried max radius of 330cm and min 33cm but it didnt do much good and i had soo much samples and photons ill try it with ur settings.. btw why is there light right below the counter? i guess u used a shiny material and its reflecting to the floor right? Link to comment Share on other sites More sharing options...
erkutacar Posted September 22, 2012 Author Share Posted September 22, 2012 hey justin ive been working for hours and going nuts here is what happend with ur settings: then ive increased the photons and rays and the best i could get is this: and now i gave up, having tea actually lol look i uploaded the scene to my website, can u download and check it out please? www.erkutacar.com/kitchen.zip Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 24, 2012 Share Posted September 24, 2012 Downloaded the file and had a play. I simplified the lighting setup and adjusted some of the light settings. I ended up deleting the portal light as it was mucking up the photon emission for some reason. Its not perfect but a start PM me your email and I'll send you the adjusted max file jhv Link to comment Share on other sites More sharing options...
erkutacar Posted September 24, 2012 Author Share Posted September 24, 2012 hmm why was the portals affecting photon emissin? the sun and sky was turned off.. well the best i could get is this: this is with AO, the image was clear except there were some dark spots on the ceiling between the spots and i cleared them in PS. Link to comment Share on other sites More sharing options...
Justin Hunt Posted September 24, 2012 Share Posted September 24, 2012 Not too sure why the portal light was giving errors, I dont like them anyway. Looks good Justin Link to comment Share on other sites More sharing options...
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