View Full Version : problems with light artefakts
hi,
how can i avoid this overblown regions?
any ideas?
i'm not happy with the lighting, but don't know how to tweak!
greetings
http://www.digitalshapes.de/showroom/office.jpg
scene file:
www.digitalshapes.de/showroom/office.zip
I don't know why, but your sun is below the horizon and the render is black :?
I'll be interested in finding out what settings to tweak in this case - I've had similar scenes myself - hope to learn something here :)
afternooncoffeeboy
10-11-2007, 07:09 PM
are u sure the points are connected from ur building? if not try to do the 'optimise' funktion to connect all edges/points.
Franz78
10-12-2007, 06:38 AM
hi hiro,
a litle question, your wall have some thinknes or ara a simple face poligon?
vray need wall as a real wall with thinknes to work fine.
best
Franz
kraphik
10-12-2007, 10:09 AM
more samples needed :wink:
edub:
mh.. maybe, the sun position in your scene is your actually, real sun position, means, its nigth? ;-)
set the sun to about 14.30 a clock, thats the time i use..
afternooncoffeeboy: ,yes i'm sure
franz: yes, i always use real walls, the 3d modell is done in ArchCad. This workflow works very well. you can check the file, there are walls.
kraphik: thats what i suggested! But where do i have to increase it? at the GI settings?
Thank to all!
Best hiro
stefan
10-14-2007, 10:09 PM
hi hiro, with some good colormapping adjustment you ged rid of overblown or too dark areas, try it:-)
cheers
stefan
drevin
10-15-2007, 11:46 AM
hiro,look my test.
http://rapidshare.com/files/62684979/office_my_set_update.rar
http://img237.imageshack.us/img237/2558/officemysetwq2.jpg (http://imageshack.us)
glass.use
10-15-2007, 12:43 PM
buy in your tests it looks yellow now =P
but better than white :wink:
here is a little update:
i add a AO Pass, but i used it very carefully, just about 50 % transpareny in Photoshop. This solves the overblown edges.
next i changed the position of sun. (not realy important for the scene.
and i had to change the floor material, 'cause the client wants a carpet like this. (i would prefer the wooden floor, but its an acustic problem)
there are still some details to come, but for the lighting and the GI settings I'm OK for the Moment! What do you think?
(.. dont worry 'bout the rendertime, i did it with an saved IR an LC map. the Real Time ist about 11 min.)
http://www.digitalshapes.de/showroom/17.jpg
glass.use
10-15-2007, 03:52 PM
thats better 8) nice fixing u done
but if i were you i will try every option possible to get rid of it inside vray itself :wink:
did you play with saturation?
Thanks glass!
but if i were you i will try every option possible to get rid of it inside vray itself
you mean the AO Pass?
i cannot imagine how to do this effect in another way..
here is the same image without AO.
The Edges are not bad, but with a little AO its better i think! without, the edges are hard to find..
http://www.digitalshapes.de/showroom/17noAO.jpg
cogombo
10-15-2007, 04:17 PM
Yes, I always aplly a bit of OA (20%) it defines much better the geometry, edges, details, etc.
Very Good image. I lyke very much the carpet material.
thanks cogombo!
:D
carpet is just a texture on diffuse and bump layer.
choppir
10-15-2007, 05:04 PM
It looks the way forward mate. Very nice indeed! :)
afternooncoffeeboy
10-15-2007, 06:55 PM
did u apply 'real' ao in the shader or just turn on detail enahncement in the irradiance map settings?
do u create the pass within the ar multipass section?
i made a a copy of the scene, and rendered a traditional :wink: AR Multipass flie with AO and 1 Object ID .
The Object ID is the Window Glass, so i can easy change the background in PS
afternooncoffeeboy
10-15-2007, 08:35 PM
great idea. thanks
zoltan
10-18-2007, 07:51 PM
Hi Hiro,
Wasn,t it the light leaking problem like on this page:
http://www.spot3d.com/vray/help/150R1/render_examples_advancedimap.htm
see> Example 4:check sample visibility?
cheers Zoltan
marshalartist
10-19-2007, 12:47 AM
Awesome work!
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