Lighting advice needed - AccuRender nXt2024-03-28T07:55:03Zhttp://accurender.ning.com/forum/topics/lighting-advice-needed?commentId=6293855%3AComment%3A124004&feed=yes&xn_auth=noMaybe i got the wrong file bu…tag:accurender.ning.com,2016-11-22:6293855:Comment:1242012016-11-22T22:32:38.319ZJan Verzelenhttp://accurender.ning.com/profile/janverzelen
<p>Maybe i got the wrong file but in this drawing the door is half open and the front wall layer is off. Shouldn't one use clipping planes to simulate realistic lighting instead of turning the wall layer off, or am i missing something here?</p>
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<p>Maybe i got the wrong file but in this drawing the door is half open and the front wall layer is off. Shouldn't one use clipping planes to simulate realistic lighting instead of turning the wall layer off, or am i missing something here?</p>
<p></p> Wow, some good tips and trick…tag:accurender.ning.com,2016-11-16:6293855:Comment:1240042016-11-16T04:04:12.349ZS. Jaisimhahttp://accurender.ning.com/profile/SJaisimha
<p>Wow, some good tips and tricks there. Thanks George and Garret. I'll put this in use and update the result here. </p>
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<p>Garret, you have mentioned that better materials affect lighting. Are you referring to the quality of the texture map image or are you referring to the texture settings? What settings have you used in the second (better) image for say the wooden shutter material?</p>
<p>Wow, some good tips and tricks there. Thanks George and Garret. I'll put this in use and update the result here. </p>
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<p>Garret, you have mentioned that better materials affect lighting. Are you referring to the quality of the texture map image or are you referring to the texture settings? What settings have you used in the second (better) image for say the wooden shutter material?</p> There are a few things going…tag:accurender.ning.com,2016-11-15:6293855:Comment:1240032016-11-15T19:54:20.714ZGarret Diduckhttp://accurender.ning.com/profile/GarretDiduck
<p>There are a few things going on here George that go against what you are thinking. The light on the floor is already indirect light. The sun through the window is only hitting the floor just in front of the lower cabinets by 25cm. So most of the light you are seeing in my image is indirect coming off the cabinets, counter and back splash wall. So there wouldn't be much light coming back up off of the floor.</p>
<p>I agree about the quality of light, but I think that has a lot to do with the…</p>
<p>There are a few things going on here George that go against what you are thinking. The light on the floor is already indirect light. The sun through the window is only hitting the floor just in front of the lower cabinets by 25cm. So most of the light you are seeing in my image is indirect coming off the cabinets, counter and back splash wall. So there wouldn't be much light coming back up off of the floor.</p>
<p>I agree about the quality of light, but I think that has a lot to do with the render engine and, to me, the materials. The materials in the attached model are not developed fully. I think the lighting would improve dramatically once that is accomplished. </p>
<p>I also moved the indirect lighting number way up in my other image just to show what is going on. In this image, I turned it down quite a bit and tweaked some of the materials. You can start to see how the quality of the material starts to affect the lighting.<a href="http://storage.ning.com/topology/rest/1.0/file/get/55262928?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/55262928?profile=original" width="640" class="align-left"/></a></p> Nice picture Garret. That sol…tag:accurender.ning.com,2016-11-15:6293855:Comment:1235992016-11-15T17:49:19.126ZGeorge Ioannidishttp://accurender.ning.com/profile/GeorgeIoannidis
<p>Nice picture Garret. That solution has one big drawback for me. Having so very bright floor one could expect that enormous amount of light to bounce from the floor for instance to the vertical base of kitchen cabinets. Also all of the visible wall corners are gone, none visible. The window's wall is constantly gray, without any variation, which is not natural.…<br></br><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262797?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55262797?profile=original" width="525"></img></a></p>
<p>Nice picture Garret. That solution has one big drawback for me. Having so very bright floor one could expect that enormous amount of light to bounce from the floor for instance to the vertical base of kitchen cabinets. Also all of the visible wall corners are gone, none visible. The window's wall is constantly gray, without any variation, which is not natural.<br/><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262797?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/55262797?profile=original" class="align-full" width="525"/></a></p> I haven't used the Standard e…tag:accurender.ning.com,2016-11-15:6293855:Comment:1240022016-11-15T15:45:01.686ZGarret Diduckhttp://accurender.ning.com/profile/GarretDiduck
<p>I haven't used the Standard engine in quite a while, so I don't know how much help I'll be at this point. </p>
<p>This image has only the daylight from the sun, <span style="text-decoration: underline;">no interior lights</span> or 'cheat' (sorry George!). As you can see, the lights are indeed off and the image only ran about 32 passes. The corners are quite bright. The key is to turn up the ambient lighting to High and set the value to something that looks good. I used 24.0 here, but it…</p>
<p>I haven't used the Standard engine in quite a while, so I don't know how much help I'll be at this point. </p>
<p>This image has only the daylight from the sun, <span style="text-decoration: underline;">no interior lights</span> or 'cheat' (sorry George!). As you can see, the lights are indeed off and the image only ran about 32 passes. The corners are quite bright. The key is to turn up the ambient lighting to High and set the value to something that looks good. I used 24.0 here, but it might be a bit extreme as the corners are almost too white and are loosing definition.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262933?profile=original" target="_self"><img width="640" src="http://storage.ning.com/topology/rest/1.0/file/get/55262933?profile=RESIZE_1024x1024" width="640" class="align-left"/></a></p>
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<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262937?profile=original" target="_self"><img width="220" src="http://storage.ning.com/topology/rest/1.0/file/get/55262937?profile=RESIZE_320x320" width="220" class="align-left"/></a></p> Though I am not Garret, I'll…tag:accurender.ning.com,2016-11-15:6293855:Comment:1239192016-11-15T12:33:47.071ZGeorge Ioannidishttp://accurender.ning.com/profile/GeorgeIoannidis
<p>Though I am not Garret, I'll try to make a tip. It is by all means cheat, so it has nothing to do with exact light calculation of scene, it is just a trick to make your scene more "in light". Place a big area light behind the camera and try different light intensity for it, until it "fills" the room with enough "ambient" light. It is all matter of try and error procedure. I think it will give an improvement to what you are trying to do, though it is not anything accurate or proper.</p>
<p>Though I am not Garret, I'll try to make a tip. It is by all means cheat, so it has nothing to do with exact light calculation of scene, it is just a trick to make your scene more "in light". Place a big area light behind the camera and try different light intensity for it, until it "fills" the room with enough "ambient" light. It is all matter of try and error procedure. I think it will give an improvement to what you are trying to do, though it is not anything accurate or proper.</p> Thanks Garret. The reason why…tag:accurender.ning.com,2016-11-15:6293855:Comment:1235932016-11-15T03:55:39.546ZS. Jaisimhahttp://accurender.ning.com/profile/SJaisimha
<p>Thanks Garret. The reason why we are using the Standard engine is precisely because of speed. We want to see what can be achieved within say 15-20 minutes of rendering. Obviously that excludes the Path Tracer engine since it takes a very long time, preferably overnight or at least a few hours.</p>
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<p>Anyway, could you give me some pointers on how to reduce the blackness that appears at the junction of the walls, especially where the ceiling and the vertical walls join? Adding more…</p>
<p>Thanks Garret. The reason why we are using the Standard engine is precisely because of speed. We want to see what can be achieved within say 15-20 minutes of rendering. Obviously that excludes the Path Tracer engine since it takes a very long time, preferably overnight or at least a few hours.</p>
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<p>Anyway, could you give me some pointers on how to reduce the blackness that appears at the junction of the walls, especially where the ceiling and the vertical walls join? Adding more diffuse lights to the scene doesn't help much in this regard.</p> You're on the right track. I…tag:accurender.ning.com,2016-11-14:6293855:Comment:1239172016-11-14T13:14:09.868ZGarret Diduckhttp://accurender.ning.com/profile/GarretDiduck
<p>You're on the right track. I added cloudiness to the sun and reduced it's intensity as well. The image with the cloudiness looks pretty good so far. It appears that you are not using the Hybrid or Path Tracer engine. You'll see much better results using either of these in lieu of the Standard engine albeit at the expense of time.</p>
<p>You're on the right track. I added cloudiness to the sun and reduced it's intensity as well. The image with the cloudiness looks pretty good so far. It appears that you are not using the Hybrid or Path Tracer engine. You'll see much better results using either of these in lieu of the Standard engine albeit at the expense of time.</p> I added a sun to the layout a…tag:accurender.ning.com,2016-11-12:6293855:Comment:1239142016-11-12T07:36:40.850ZS. Jaisimhahttp://accurender.ning.com/profile/SJaisimha
<p>I added a sun to the layout and this seems to be the best I can do.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262888?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55262888?profile=RESIZE_1024x1024" width="721"></img></a></p>
<p>How can I get it to be soft like how Garret seems to have done above? Increasing Cloudiness doesn't seem to work properly. It now looks like this:…</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262956?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/55262956?profile=RESIZE_1024x1024" width="721"></img></a></p>
<p>I added a sun to the layout and this seems to be the best I can do.</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262888?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/55262888?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p>
<p>How can I get it to be soft like how Garret seems to have done above? Increasing Cloudiness doesn't seem to work properly. It now looks like this:</p>
<p><a href="http://storage.ning.com/topology/rest/1.0/file/get/55262956?profile=original" target="_self"><img width="721" src="http://storage.ning.com/topology/rest/1.0/file/get/55262956?profile=RESIZE_1024x1024" width="721" class="align-full"/></a></p> You would also need more ligh…tag:accurender.ning.com,2016-11-11:6293855:Comment:1235872016-11-11T13:46:10.615Zakinlolu olugbojihttp://accurender.ning.com/profile/akinloluolugboji
<p>You would also need more light than can come through the window by way of indirect light ie reflective surfaces rebouncing the limited light from the window.</p>
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<p>You would also need more light than can come through the window by way of indirect light ie reflective surfaces rebouncing the limited light from the window.</p>
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