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Super dark scenes :x
Posted: Wed Sep 02, 2009 1:57 am
by larry_g1s
I've gotta be doing something wrong. I cannot consistently get nicely lit scenes (one of the reasons why I'm looking forward to RV's next
Pro. Arch. Viz). I even pulled in a scene I was working on in to Kahn's test scene (
http://www.kraytracing.com/forum/viewto ... f=6&t=1677), and just by swapping out the models, mine is still sooo much darker (see attached images). I understand in his scene, the window allowing light in is larger in his scene then the one in my scene. But the amount of light doesn't seem proportionate. Any help would be much appreciated.
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 8:08 am
by Janusz Biela

move area to inside...
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 8:43 am
by Pheidian
Yea:
Move area light inside, put these properties to the area light:
Inverse Distance^2, range = 5 meters
Intensity = 5-10% (see what works best)
Photon multiplier (motion options for light) = power multiplier = 3
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 9:22 am
by joreldraw
Remove too windows glass to another layer and check unsee by rays.
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 9:50 am
by jure
Larry_g1s wrote:I've gotta be doing something wrong. I cannot consistently get nicely lit scenes (one of the reasons why I'm looking forward to RV's next
Pro. Arch. Viz). I even pulled in a scene I was working on in to Kahn's test scene (
http://www.kraytracing.com/forum/viewto ... f=6&t=1677), and just by swapping out the models, mine is still sooo much darker (see attached images). I understand in his scene, the window allowing light in is larger in his scene then the one in my scene. But the amount of light doesn't seem proportionate. Any help would be much appreciated.
It's simple:
Small window + weak light + dark surface == dark render
First make all your surfaces diffuse 100%, RGB 230. Move light to inside of the room and add some backdrop.

- quick test
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 7:55 pm
by larry_g1s
Thanks guys for the feedback. Yes, the suggestions definitely helped, so I appreciate the feedback. BUT...what do you do when your scene isn't going to have all ones surfaces at RGB 230? Meaning, I can get the level of brightness shown in your image Jure (which I like), but once I add textures, etc. the scene goes much dark again even if they're diffuse is set to 100%. What Ive done is put some area lights above, but is this how one would approach this?
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 9:31 pm
by vpii
Wow, I saw your render and looks like the same layout of a kitchen remodel I did in my old house about 10 years ago.
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 9:37 pm
by larry_g1s

Whoa...Before I had a chance to read you post, I saw the image, and I was thinking..."he sure dressed up the scene fast", but then I thought, wait...I didn't include the appliances". lol This wasn't even something I came up, the design was sent from the client. Crazy
Re: Super dark scenes :x
Posted: Wed Sep 02, 2009 10:48 pm
by jure
Larry_g1s wrote:Thanks guys for the feedback. Yes, the suggestions definitely helped, so I appreciate the feedback. BUT...what do you do when your scene isn't going to have all ones surfaces at RGB 230? Meaning, I can get the level of brightness shown in your image Jure (which I like), but once I add textures, etc. the scene goes much dark again even if they're diffuse is set to 100%. What Ive done is put some area lights above, but is this how one would approach this?
In real world you would just increase exposure on the camera but this can blow out certain areas near light sources. So what you do is you increase light intensity and/or raise power a little bit. You can also use shaders on dark surfaces to fake more light bounce than there actually is...
Re: Super dark scenes :x
Posted: Thu Sep 03, 2009 10:35 am
by Pheidian
I just noticed, that you have windows / doors on the left side too (from the camera).
That means you need to add area lights there too, to produce the effect and light inside. You cannot achieve good light in the real world with that one window either...
Here's my 2 cents for it, 2 area lights, plus power multiplier in sun too...
Area lights are white and blueish, 5% and power 3.