exterior help lighting
exterior help lighting
hi
i've a problem for lighting this scene. there's a problem with same texture but j think that the lighting isn't good.
1 spot light 150% - 1km - inverce distance2^
spot to light activeted
low setup for kray
skylight.p
tone map gamma 1.2
RRL 8
as i can make it realistic as light?
thank's for answers
WITH SUNSKY + SUN my problem are >
i've a problem for lighting this scene. there's a problem with same texture but j think that the lighting isn't good.
1 spot light 150% - 1km - inverce distance2^
spot to light activeted
low setup for kray
skylight.p
tone map gamma 1.2
RRL 8
as i can make it realistic as light?
thank's for answers
WITH SUNSKY + SUN my problem are >
- Janusz Biela
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- Joined: Wed Nov 28, 2007 10:39 pm
- Location: NL
HSV is a choice, its just not realistic. Better to have it oversaturated to start with and go without, your bounces will wash out colour and you'll end up with something realistic.. for added realism (if you have lw 9+) use a real lens camera with a minor irradiance fallof of perhaps 2.
The angle is one that wouldnt appeal to clients as your building seems to tumble..
The angle is one that wouldnt appeal to clients as your building seems to tumble..
I am also very new with Kray, it was also one of my first questions, and I found it under "Quality"-Tab at the bottom, you can activate it with the "Quality preset" set to "custom" and than enter a higher number...nico wrote:there is a message of warning for octree depht ETC ETC
how can delete this message?
diffuse not 0, around 60-90 value is good for typical material.nico wrote:@ Johny thank's for your support
@darickster, now a new render with real camera setup an without HSV
@geo_n with diffuse at 0 the object is very very black...i need to down same valuers
there is a message of warning for octree depht ETC ETC
how can delete this message?
thank's for feedback
only spec and gloss 0 then put gradient in ref for ref material. put some blur around 40-80% for blurred reflection.
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- Location: NL
depending on what system configuration you have you can set octree to higher level, it will speed up renders as it will use RAM more.
At home i have a 1 Gb configuration and raise it to 30, at work ik have a 4GB configuration and set it to 120.
You have to find a balance, if i set it to high, lw crashes on me.
cheers
ric
At home i have a 1 Gb configuration and raise it to 30, at work ik have a 4GB configuration and set it to 120.
You have to find a balance, if i set it to high, lw crashes on me.
cheers
ric
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- Joined: Wed Nov 28, 2007 10:39 pm
- Location: NL
@juice thank's
@geo_n i use a quad core with 4gb ram so i can set 120 tomorrow in the morning set it
@darickster. yes there isn't AA because are a preview. thank you for the valuere, i see it.
it's a first exterior in kray so i want know the sw.
i know my problem with texturing but this a exercise for me.
now the last render have same problem of black shadows in front of building. i think is a problem of bounces or not?but i can sorrect it in post.
@geo_n i use a quad core with 4gb ram so i can set 120 tomorrow in the morning set it
@darickster. yes there isn't AA because are a preview. thank you for the valuere, i see it.
it's a first exterior in kray so i want know the sw.
i know my problem with texturing but this a exercise for me.
now the last render have same problem of black shadows in front of building. i think is a problem of bounces or not?but i can sorrect it in post.
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- Posts: 64
- Joined: Wed Nov 28, 2007 10:39 pm
- Location: NL
Its not a problem of bounces, 7 is enough for exterior, if you up bounces too much you lose detail.nico wrote: now the last render have same problem of black shadows in front of building. i think is a problem of bounces or not?but i can sorrect it in post.
Instead enter a multiplier in second tab (photon settings) to get more light in, for exterior it should be about 2-3 but you have to test, and when you are not rendering in floating point be sure to set gamma to 1.7 (and exposure to 1.1/1.2 to make up for the loss of light when using irradiance falloff)
cheers, see you at octree 120