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First client, need help


carlangas
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Hi,

This is a work in progress, I’m mostly concerned about the lighting. I am using light tracer with a skylight and a direct light, my sky is lit at 1.3 and the direct at .7, I have the bounce setting at 1. the problem is that I can’t get enough light in some parts of the scene, if I increase the direct light the walls directly facing the sun and the ground get washed out. also for some reason the shade of white on the walls changes to gray as it gets closer to the ground, so I changed the bleeding for the deck and driveway to 0 but that doesn’t help. This job is actually my first customer, I hope not to disappoint him. it seems that white walls in a scene always give me problems.

thanks guys, gals.

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i see. i think the bounces help get light past the glass...

 

try to increase the skylight. the only light that is getting into those darker areas is the skylight...so you need to bump it up. i'd think this would get rid of some of your problems near the ground too.

 

you'll probably have to lower your direct light as well so things arent too bright.

 

chuck

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Hi

try to exclude from sun/direct lights the most white-washed parts of the project ( ie floor, ground) 'n lighten them with the separate, new source of light

if some parts of the materials are still dark don't hesitate to use selfillumination option

Piotr

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Well, the white fading walls appear due to the fact that light falls onto these parts without bouncing. Thus, only direct light falls on these parts of the walls. There are many workarounds, I use bouncers. Actually, bouncers are used in professional studio photography, and are large white fellizol plates that surround the object to be photographed, so that light bounces on them and creates a beautiful indirect ambience with no highlights. Surround the house area with tall boxes (taller than the house), give them a white material, and while not excluding them from the render, exclude them from the camera, i.e. right click, under properties deselect the visible to camera option. That way, the bouncer boxes will not be visible in the render, but will bounce of the lightracer light on all areas of the house. Probably, you will need to readjust the light intensities, or increase the bounces to 2. Also you will have to adjust the bouncer boxes position in relation to the house. Try to have them not too close, but not too far either.

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Maybe an easier workaround is to use Exposure controls (under rendering > effects).

Here I used logarhitmic exposure control, which also helps on this wall fading problem. Skylight (slightly blue) and Directional light (slightly yellow) are both at 0,8.

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Yes, I agree, that is a quicker trick, but the problem with exposure control is that it somehow equalizes the screen levels, and if you want an exact color on something, it is harder to get it. It is much easier to use though!

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Hi

You don't say what materials you already used, so i might say something you 've done.

If you use max 6 or 7 there is architectural material-water. You can use it for base, but not in trasparency 100% with a good water image for diffuse (but i suppose you 've already done something like that). Did you try to add some modifier (ripple or wave)? I think that it has become more green than it should, what do you think? Maybe you should, at the advance lighting tab, at the radiosity only properties, uncheck Diffuse (reflective & translusent) and check Exclude from regathering (suppose you have already applied radiosity).

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Hi Gatino, I am using a std mat. with a bump map and a raytrace in the reflect slot, ive used a flat mirror, reflect refract and still get those yellow blotches.

i guess its some raytrace setting,, :(

 

Do you have good water images (for diffuse)? If you don't maybe i can send you some. You didn't tell me also what is your max version and if you used radiosity.

I want check something at the standard material and i 'll post you tomorow, because now i have to go home ( :o i 've been working for about 10 hours today :o ) Buy

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I wouldn't use diffuse maps for water, since real pure water doesn't have any diffuse component. Build your water material like it is in the real world: almost completely refractive with some fallof reflections and some bump for the waves.

That should work in most of cases, but don't forget to model the entire enviroment (including underwater one).

 

Regards,

Luka

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thanks a lot, a max file is really helpfull, I will post some images tomorrow....thanks again :)

 

:) Hi,

I'm sending you a rough image for a quick preview of water with standard mat.

(Standard mat, Diffuse:flat mirror, Bump:bitmap, Reflection:same bitmap 47%

Used also two modifiers, ripple and wave.)

This wouldn't be the final result, but maybe i would help you "play" with these parameters.

:)

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