Jump to content

interior lighting for evening/night shots


gwb90
 Share

Recommended Posts

noticing on my current evening interior of house that i am getting too much noise in my scene, Geometry is all OK and there are no dodgey materials!.

 

general lighting is with a PG HDRI and only a couple of lights internally, but there is clearly a lack of light causing the blotchy effects.

 

i want work in a LWF state, so the the HDRI is on a vray dome light multiplier 1, with the values set in the material editor so that i can see the map as i want it.

 

i have then setup the camera, f4, shutter 1/10, iso 100.

 

the light sources in the lamps are vray spheres that have lumens values of 900.

 

the only way i can get rid of the blotchy-ness is to FAKE with some vray plane which is what i dont want to do.

 

i want to keep it real, i have the render setting high for light cache and the DMC is set to 20.

 

i have added the day shot for interest.

 

cheers for the help

g

image.jpg

cam1.jpg

Edited by gwb90
Link to comment
Share on other sites

I don't understand why people struggle with the concept of lighting; all you ever need to do is think of how you'd achieve it in the real world.

 

Would you be able to place "invisible" lights in your room? No.

 

So the only other option you have left is to increase the amount of light getting to the camera sensor, either by using a longer shutter speed or larger apperture (f-stop), or high ISO sensitivity setting.

 

A 100 watt lightbulb is more likely to be around 1500 to 1800 lumens too, I think?

Link to comment
Share on other sites

Do some experiments with Skylight portals and make sure that "don't affect's colors" in on (in color mapping roll-out)

DMC 20 is not high since this algorithm has sort of non-intuitive nature, lower values can work better here.

bump up HSph. subdivision in IRR can help also for the daylight situation where splotches appear.

and like Chris says - camera setting. If I were in the room with only two bulbs I'd have a problem with settings to take a sharp photo.

Link to comment
Share on other sites

Fair enough, I misinterpreted the original problem.

 

The noise is caused by the irradiance map interpolating between samples.

 

You either need to:

 

-have more samples taken (hemispheric subdivisions setting) or

-increase the number of samples that are interpolated between (interpolation samples setting).

 

The former will increase render times a little, but will yeild a more accurate GI solution, the latter will render quicker but you may lose some details in your GI.

Edited by Macker
formatting - easier to read.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...