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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Texturing, Lighting and Effects > Lighting Effects
pelonppp
this a radiosity test

photons cast 120000
sample area 30000
photons samples 500
intensity 120%
max bounce 50
16 passes
render 3 hrs.
Odog2020
Holy Crap!!

I don't know what all that mumbo jumbo means at the top, but it looks like I could walk right in and take a nice long nap on one of those couches.

I have but one question, is there more than one light source for this room? Because some of the objects look like they are producing more than one shadow. Or maybe I have double vision laugh.gif

Great piece

James
pelonppp
the project has 14 bulb light with shadows in the same place of the coreography out of the house
the shadow really is reflection y the floor , the shine in the walls is for the low photon in the scene.
I working in that
DanCBradbury
Be sure to set the samples, in final gathering, to at least 200 and jittering to 20% or higher. Your walls and all the other surfaces are realy noisy.

You should only have one source of primary sun light very far away with a narrow angle pointing directly into your area. And if you want light from the sky you'd want to place 9 or so blue sky lights, much darker, in a circular path pointing towards the center of your model. Make sure they're all kleigs, or else you lose a lot of rays out into space, and also make sure that they all are set to 100% darkness as well as 2 ray casts.

12 bulbs seems a little over kill, pluse i think it defeats the whole purpose of radiosity. Nice model by the way. smile.gif
heyvern
QUOTE(Odog2020 @ Nov 14 2005, 05:54 PM) *

...but it looks like I could walk right in and take a nice long nap on one of those couches.

James


Good lord! If I had a room like that... NO ONE is going to be sleeping on the couches!

Take off your shoes... don't drool on my nice cushions... Pick up that newspaper! No! You can't eat in here!<sigh>
Who tracked dirt on my nice shiny floor?
You got finger prints on the coffee table!

Vernon "I'm losin' it" Zehr
Odog2020
QUOTE(heyvern @ Nov 14 2005, 05:53 PM) *


Take off your shoes... don't drool on my nice cushions...



Well, you could take off your shoes, but then you would leave foot prints on the floor, besides wouldn't that kind of floor be alittle cold on the feet. Don't worry, drool dries tongue.gif

Sorry for getting off the subject laugh.gif
ypoissant
QUOTE(DanCBradbury @ Nov 14 2005, 07:16 PM) *

Be sure to set the samples, in final gathering, to at least 200 and jittering to 20% or higher. Your walls and all the other surfaces are realy noisy.

You should only have one source of primary sun light very far away with a narrow angle pointing directly into your area. And if you want light from the sky you'd want to place 9 or so blue sky lights, much darker, in a circular path pointing towards the center of your model. Make sure they're all kleigs, or else you lose a lot of rays out into space, and also make sure that they all are set to 100% darkness as well as 2 ray casts.

12 bulbs seems a little over kill, pluse i think it defeats the whole purpose of radiosity. Nice model by the way. smile.gif


Hey Dan,

You're giving good advices. smile.gif

pelonppp,

Very nice scene.

For a scene like that, the number of photons you are using should be enough. Use jittering to get rid of the criss-cross pattern on the ceiling. As Dan wrote, you don't need so many lights unless you are trying to simulate the sky. One yellowish very bright sun light. plus several blue sky lights should do. Set your light shadows to cast 2 rays each and set their width so they are large enough to touch each other. This way, you won't have this problem with thos many shadows. Another thing, your floor seems too reflective.
pelonppp
this is a new test whit textures and more models
teh render time is ...8 hrs.
i modify the final gathering
tanks for the tips to all
ypoissant
This is really looking very good.

A few observations:

- This blue colored shadow on the wall between the two lamp branches next to the door is unnatural and distracting. This is probably due to your lights setup and their shadow casting properties (more on that later).

- I can see aliasing in a lot of places: the floor tiles, the blind blades, the sofa top edge, the ceiling-wall moldings. Use 16 passes multipass and turn Soften ON.

- The shadows look busy. Like there are multiple shadows. This is probably because of your light distribution. Make sure your sky lights are evenly distributed and the lights almost overlap one another.

- There is a lot of noise in the scene. There might be two explanation for this. 1) You might not have enough shadow rays for your lights. For soft shadows to look good (not noisy), you need to cast at least 20 rays. Shadow rays are distributed among multipass passes. So if you render with 16 passes and 2 ray cast per light, that will get you 32 rays per light which should be well enough. If you are not using multipass though, you should set your lights to cast at least 20 rays. 2) You might not have enough Final Gathering samples.

- The sofa material looks a little bit too plastic. The specularity size could be enlarged.

- That empty uniform blue sky out the window looks unnatural. At least a gradient would improve the look. Better yet, add some clouds and/or some rooftops out there.

- The balance between the light and dark areas of the room seems to contrasted. Apply a Gamma correction of at least 1.8 if not 2.2 on your final render. Use Gamma Post effect for that.
DanCBradbury
Lookin good chris. Ya, basically what yves said. Turn it to 16 passes, if it's not there already, and make all your lights have 2 ray casts 100% darkness shadows. You may want to increase your final gathering samples a little more on that shot... but other than that. Nice texturing and model additons. smile.gif
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