Artificial lights mimicking in V-Ray

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7 Feb, 2012 coolerman
7 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hello. There is not much discussion of the topic as a question. I decided to make a basement with artificial lighting by 2 lamps. Prior to that he worked only with bright daylight. There was a question about the quality of the rendering. I would like to make a beautiful, realistic lighting. I would like to hear advice, who already has experience with such a light. On 2 tubes used vray light. On the wall lamp - vrayLightMtl (GI). Still there is a problem with the renderer that distant (blackout) the place noisy and not quite sharp, though decently twisted configuration. Also on this subject I would like to get a hint.


10 Feb, 2012 Anton (Staff Author)
10 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

Hello!

A common misconception is that you first need to adjust the lighting in the "bald" scene, and then adjust the materials under it. This is not true.

The fact is that, depending on the properties of the material, it is differently illuminated, and also reflects the GI with varying intensity.

This is a completely natural process. It is easy to understand that a white object reflects the entire spectrum of direct rays in the form of GI with a high intensity, while a dark object, on the contrary, almost does not generate GI. Read the lesson about the optimal settings for V-Ray - Indirect illumination and you'll understand what it's about. There everything is described in detail.

In addition, the material reflects also the role. It is believed that the higher they are, the more light reflects from the object and the less it absorbs, so its diffuse color / texture turns out to be less bright than when the reflections of the material are minimal or nonexistent, as you now on the whole scene.

In addition, a purely white scene is an unrealistic situation. We must understand that the perception of realism is subjective. You can not simulate the real situation in the unreal. You have never seen a room in your life, all of white or gray material, so how can you adjust the realism of what you have not seen in reality? Nonsense.
In addition, you can not properly adjust the lighting for a dark scene, with, for sure, gloomy and dirty (in a good sense of the word) textures and materials in the future, now on pure white materials. With the appearance of the necessary materials, the illumination in the scene will instantly change.

On materials without texture, artifacts are most noticeable.

So, let's work on the mats and post the result. Then we can talk about lighting this scene😉



7 Feb, 2012 coolerman
10 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
teksurirovanie in the process, it is impossible to choose textures that would have liked. like finish - I lay out, will continue to be dismantled. 🙂


7 Feb, 2012 coolerman
12 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Graduated texturing, rendering done, and then I was just terrified quality of the resulting image. Use the settings under which visualized the day interiors. That's actually such an outcome I expected it to be very quiet. What is worth paying attention to?


12 Feb, 2012 coolerman
12 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
DBMS light is on 24. Light cache - 2000


13 Feb, 2012 Usco
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
coolerman hello. That may help: Gamma 1.8 Gamma 2.2 Material of the whole situation and dimensions of the room: Lighting settings and their sizes: Vray: It took about (in centimeters) - the intensity of the source, size komnty as not specified the size of you. PS: An interesting verdict specialists (especially for "gray" material and low light, these settings are acceptable, or overly What could be improved (no post-processing. :🙂🙂


12 Feb, 2012 coolerman
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
if much is not light the room, the noise of course, but this time I did not get the result I needed. In principle, the only question is how to remove noise, and perhaps some of the IP settings can be used.


10 Feb, 2012 Anton (Staff Author)
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

Hello!

Now is not the time to think about the purity of the render and twist in the parameters of the subwave. Now it is necessary to work with lighting and materials, and only then to eliminate noise and artifacts.

According to this:

1
Settings.
All render settings are strictly according to our recommendations. No initiative with gamma and stuff.

2
Intensity of illumination.
Do not be afraid to twist the Multiplier from the lights. There are no restrictions on its magnitude. Now your lights are very sluggish, barely shining. Increase their brightness, two, three, ten times. Just look visually until there is a glare. If Multiplier 10 is small, then put 100, 5000, ... 10 000 at least one hundred thousand, the main thing is to look beautiful. Now all VRayLight Plane in the scene is very dim. Make them brighter.

3
Lights.
To light the light from the lights has become more directional, you must remove the tick Ignore light normals. Then VRayLight Plane will shine more intensively towards its normal. This will make their light more point and make the lighting in the scene more contrast.

4
Color of lamps.
Still, you can safely light over the corpse, give a slightly yellowness. This will make their glow "warmer". Above the table also insert a light, and not a self-luminous mate and make its glow, slightly neon, add blue, this will make the light in the area on the left "colder". Then the lighting in the scene will become less monotonous.
Do not overdo it with the color saturation. It should be almost white, only slightly with the direction of the desired light, that is, with a minimum seture.
Screw the lights up to 8i. Now you are still far from the final. We need tests. Doing them on twisted up to 120 Subdivs sources of light - it's pointless.

5
Materials.
Now they are unrealistic. For example, a barrel and a bucket are glossy. They were smeared with oil? Make the reflections blurry.
The decoration of the walls is not understandable at all. On the view there is freshly baked wallpaper with a brick texture. Make a brick like a brick. Ideally, geometry, but you can and material. In any case, the grout or cement between the bricks can not be the same color as the brick, just like the brick itself is perfectly white, almost without texture.
If it is a painted brick wall, then the paint is once matte, it reflects a little, etc.
Make the materials dirty. Dishyard. They should not be clay and idealized.
In general, deal with materials. Now they are completely inappropriate for a photorealistic scene.

6th
Models.
For example, the model is a lamp above the table. These are just rectangular boxes of white cardboard, not models of medical lighting. Polaz on the Internet. Look for references.
The same goes for the box with tools near the table on the floor. His model is not detailed. Now he looks like a hybrid of a plastic chest from a children's set with a doctor's bag. Make it typical. Do not be like this:

The viewer should not guess what you meant there. It must be immediately clear that the picture.

7th
What is the Environment? You have a closed stage. Closed room without windows. There is nowhere to shine heavenly light. Only lights inside the room.

When you do everything, show the result. Let's stroke what to add, what to correct.
Prior to post-processing, "How to get cancer before Kiev"😁
No matter how much you set up lighting on non-detailed models, not realistic materials, you will not have it set up once. All the time it will seem that "kontoneto" 🙂

PS:
We will not discuss the gray scene, it's stupid. I unequivocally explained why.
Just follow our advice.
As they say, if you do not know yourself, then just imitate someone until your own style is worked out😉



12 Feb, 2012 coolerman
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Usco, well, in the first place: the dimensions of the room and fixtures are not so important, and can be a flashlight to brighten the room. Second: strongly overvalued multipleir in IP and number of subdivs. Next: included GI environment absolutely will not work in a closed room. And the secondary subdivov rebound in 1000 will be small.


12 Feb, 2012 coolerman
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Anton (RenderStuff), well, I will try 🙂 as mentioned earlier, texturing have a small problem. So let's say the floor - I was on the tile is drawn in Photoshop dirt and stains, but the tiles have to squeeze that she had not been stretched, that is, that it is small and not 12 cubes. With the same and my dirt begins to multiply (tiling). On the barrel used reflect metal - falloff, half reflects stronger, weaker half. At the expense of a brick wall agree, I would like her to do more nipped, but as previously explained, with these problemki.


10 Feb, 2012 Anton (Staff Author)
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

In Usco just have a good multiplier IC. On this, his example looks much more contrast than you. But then again, in a scene from the multiplier materials will have to do even more intensively.

Regarding the texture, if done correctly, the tiling does not interfere at all. While ideally need to tile do geometry . Then everything will be the most realistic.

With regard to the material on the barrel and a bucket, I did not say that the light intensity is high. I said that the reflection should be blurred .



13 Feb, 2012 Usco
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
I understand that the GI Environment in this stage it is - nonsense (osescheniya naruzhnego not, can the algorithm for some VRayLightMtl only works if it's turned on?). Watched how to configure VRayLightMtl http://www.spot3d.com/vray/help/150SP1/examples_vraylightmtl.htm , there in the first example, under the picture stated №4 [Multiplier: 1.0 GI on], this one is the GI me confused. GI is also in: Indirect Illumination (GI) in: GI Environment What exactly is meant GI in the examples? Why include Indirect Illumination (GI) if it and so on? (Or is included only in the "universal configuration" and it is not by default, and can be without it?)


10 Feb, 2012 Anton (Staff Author)
13 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

Hello!
There is no relationship between the GI Environment and VRayLightMtl.
There is a view Indirect Illumination (the GI) . The "factory" V-Ray settings by default, tick On, scroll to the V-Ray :: Indirect Illumination (GI) - is removed.



12 Feb, 2012 coolerman
14 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hey. I continue to work on the stage, replaced light fixtures and walls. But now is not about it 🙂 Here one parallel issue appeared, but on the other stage. All the same the issue of noise. What parameters affect the noise generated in these places? I understand that they are formed in the secondary light bounce, twist the light cache more? http://o-go.ru/screen2/022012/1502201290522317.jpg No question is off topic. When a visa with a range of 2.2 to frame bufer looks all right, but when you save, the image becomes lighter. I can not read that, but did not understand because of what it is. : |


10 Feb, 2012 Anton (Staff Author)
14 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hey. You rightly said that these issues are not relevant to this discussion, so we will not convert it into a dump questions about everything. For other questions, there sootvetstvyuschie discussion😉


12 Feb, 2012 coolerman
16 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
That made the preview scenes. I think we can continue to continue the discussion. a little more I try to correct a variety of materials, and move the lights. I decided to just put light bulbs on the IES. Just added to the IP shades of blue and yellow. I think more about how to model on the central grille lamp make or blurred glass. Is it worth it? And how these options will affect the dispersion of light?


12 Feb, 2012 coolerman
16 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
The smallness finalized. 🙂


10 Feb, 2012 Anton (Staff Author)
18 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

Hello!

Consider the previous picture, because it is much nicer than the last one. The last is trite whitened by light and looks just listless.

Give in order.

The lamp on the right on the wall should be brighter and add a bit of a seture, the color of its glow, so that it looks juicier.

In the lamp above the table, remove the light source that it now stands, and replace it with sources. For example, set three or four long lights there. You can clone the one on the wall to the right. This will make the light from the lamp over the table more realistic, because, in reality, such a lamp literally consists of several gas-discharge lamps, and not from one rectangular, to the whole plafond. In addition, this move will add shadows, since each of the lamps will cast its shadow. You will immediately see it in the scene, when instead of one big light you will put a few small ones.

Yes, I think the grille on the plafond will be appropriate. This will not only add detail to the scene itself, but it will also cast the shadow of the grid on it, which, most likely, will be erased very interestingly. You can make the same grate that you had at the very beginning, in the first post.

Now go to the "points" that hang from the ceiling along the perimeter of the scene. The use of IES in them is completely inappropriate. IES simulates glow from complex reflectors, which specifically discard beautiful glare, exclusively for decorative purposes. Why in the morgue room decorative lights? 😁
Moreover, judging by the shape of the plafonds, you wanted to make the simplest lamp, which in fact is a conical plafond with an ordinary incandescent lamp "yala USSR". On this, put a simple spherical vireleight. And make it, probably, yellowish, because the filament radiates a clearly yellow glow.

Now you need to decide on the priority of lighting. It is necessary to clearly distinguish the central object of the scene. Apparently, this is a table with a body. Hence, it should be illuminated as much as possible, while the remaining zones are as dark as possible. This will make the scene more contrast. Approximately this method is used in different circus performances and shows, darkening the entire room and lighting the center of the performance with a bright spotlight. That is, you need to make the brightness of the lamp above the table the maximum, and the remaining lamps, especially the points along the perimeter, are slightly damped.

As for me, the perimeter points in general are not very appropriate. They bleach the scene, adding to it not entirely appropriate, for this atmosphere, ambient lighting.

Now about the mats.
In the corner of the stage, next to the door, you see a large pipe with a valve. The model itself looks cool, but the material resembles a pink plastic. Although, in theory, there should be rust. Rust is not pink, it is red. It should be darker. In addition, this pipe should be clearly painted with paint. Only in places where the paint has peeled off, this rust should be displayed. This is very easy to do. It is enough to use Blend material. In one slot, shove a mat of paint, in another put a mat of rust. Of course, the paint should be a bit glossy, and the rust is completely matte. As a mask, you should draw a black and white map. In which black color, will indicate where to show the paint, and white, where to show rust. Or vice versa 🙂

Bucket, right on the floor, you still glossy. As if it was covered with nail polish. This is not realistic. Find on the Internet pictures of buckets and see how they look. Look at what the material looks like on the real photos of it and adjust its properties until it looks like a picture. By the way, the barrel is also not very good. Just look at the pictures of real barrels. Make mat your keg like them.

The material of the tiles on the floor is very glossy. As if it had just been filled with water or smeared with oil. Make it matte. You can make a BRDF type - Ward. This will make the highlights of the material more blurry. In addition, the tile is just licked, all perfect. It should be dirty. This can then be done by post-processing, and now it is possible, with the same blend of mats, pulling a mask of dirt on the top of the whole tile with the corresponding material of dirty tiles. On your choice.

Now the material is left on the floor, where there is no tile. Same. He is very idealized, and there must be dirt. Semi tiled tile glue. You can just cement. Also, I advise you to see how the zones with tiles torn off in the Internet on building portals, etc. look like.

Approximately the same applies to all other mats of the scene, only to a lesser extent. At least, their tridishnost not so is evident, as in the above-described mats.

By the way, you can add dirt / blood to the sheet. The mat on it is also very ideal, it immediately gives his tridishnost.

Spike with the stage. Make it more contrast, less idealized, chaotic. Then it will be more like an imprinted moment of reality, less obvious is the computer origin of the image.

When you're done with the scene, then render in HDRI and go to post-processing. But for now make a test render of what happens after the changes are made, so that we can make sure that everything that needs to be done at the level of models, light and materials is done😉



12 Feb, 2012 coolerman
19 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hey. I agree on the mats, lacks credibility, I'll try to improve. Corrected problem materials. He adjusted the light, as recommended. Something from nothing leaves adhesive, obtained just a white spot. Divorce on the floor and on the walls add to the plan during post-processing. In what direction to move with the light? Now the stage darkened corners, but not enough illumination in general and bulbs if not shine. And HDRI rendering or high settings will be enough of this quality? http://o-go.ru/screen2/022012/19022012214813117.jpg


10 Feb, 2012 Anton (Staff Author)
19 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
At the very light. If it really wants to make brighter the bulb - do, but try also to make them more targeted, so that they did not cover everything, and the only area under the lights. This will be the effect of the type that was the IES but only the glow will not be decorative. Simply vdvin lamp deep in the ceiling so that the light did not go to the side, and clearly directed cone of the ceiling. The mats do not do to render, and you can post. Just messing around more and will be with fasting, and less realistic as a result. Regarding the HDR file, then it is up to you. I'll take it as a basis and will show you his version of the post-processing, so that you then can make it on their own, based on my sketch. So in your best interest to permit this file was bigger and the image itself was cleaner. I, in general - that it does not matter. I'll show you an example on file at 640 by 480. For photorealistic renderer in postprocessing * .hdr format 😉


12 Feb, 2012 coolerman
19 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Anton (RenderStuff), hi. Did the final render 🙂 I wish it were first asked to comment on the setting, the view is interesting. On the IP is 36 subdivision surface. And he visas for HDRI

Download

My version


10 Feb, 2012 Anton (Staff Author)
19 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
I do not know what you want to hear about the settings, but they do not meet the recommended by us. At worse, the quality of the final rendering. And significantly. In particular setup LC, and the IM too. On the IP and can be put on the 60 and 90, if there is noise in the shadows. HDRku your downloaded as a free minute, - loans😉


19 Feb, 2012 kurban
19 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
super super very best


12 Feb, 2012 coolerman
20 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Everything I look at the scene on their own, I think that still need a little change of IP. Grille lamps so do not like the look of. I think it really is better to get rid of extra. lighting, and then lost the whole affair scene. Put 2 large lamp, leg above the door and on a poster. But all the same waiting for post-processing, you want to take a look. 😉


20 Feb, 2012 Denis
20 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hello, Coolerman! In general, the idea of ​​me good, filling stage and the atmosphere in my opinion normal, felt morgue 🙂 course material you should disassemble and modify. But the first thing that catches the eye - it's your light sources, especially in the lamp with the lattice, they are noisy and shadows spoil the whole picture, and the post processing noise is always a bad effect and becomes very bad, so it is better to get rid of it on stage renderinga 👌. Spin subdiv on sources😉. A work like 👍 in general.


12 Feb, 2012 coolerman
20 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hey. Anton (RenderStuff), I render the scene without bars on the tube and slightly twirled in the settings, after reading your recommendation. The issue is that the calculation time took 7 hours, and it is 2 times more than usual. 4yadra 4g RAM. 1920x1200. On the EC on 46 subdivs. Where am I twisting? 🙄


10 Feb, 2012 Anton (Staff Author)
20 Feb, 2012 # Re: Artificial lights mimicking in V-Ray

Coolerman, no offense, but your setup still does not meet the recommended by us, so I advise you to carefully read over our lessons on 3d visualization and fulfill all requirements without initiative. The only thing that can "tweak" it Max rate in the IM and Subdivs in LC. All other settings are exactly repeat, ranging from anti-aliasing settings , to rational units in a Sampler the DMC . The lessons are written sufficiently clear and readable, that there was no need to repeat them each topic. Actually, it was a goal of their writing. If you there are any specific questions during reading lessons themselves, and the response to them you will not find in the comments under the lesson is there in his comments and ask😉

Regarding your question, then, in general, at 7:00 render interior scene with a lot of light sources on a single computer 4 nuclear - quite acceptable. According to this, if you so bummer to understand the above-mentioned classes, and the result of the rendering (the quality and kind of pictures) you satisfied, then in principle you do not need to worry about it. It's quite normal 🙂



12 Feb, 2012 coolerman
22 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Well, in general I want to say thank you 🙂 Really helped councils, he stressed a lot of new. I hope that we will discuss here is not one of my work. 😁 The final option. 👌


10 Feb, 2012 Anton (Staff Author)
23 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hello! Keep the basement😁 I still think that it should be a darker, less illuminated than in your version. But it is extremely subjective. PS😁eal with the correct render settings. You're HDRke narenderil black Kizyakov, on clear boundaries. They should not be seen only because the scene is dark and so they are, and yet how noticeable when editing. At this stage the lighter will be more apparent problem.

How to use anti-aliasing filters with HDRI rendering in-Ray the V , read our tutorial on this topic. There's the problem and its solution are described😉



12 Feb, 2012 coolerman
24 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hey. Like treatment with the addition of blood, but it was necessary then to add tissue protruding blood stains. I agree that the lighting does not give the proper atmosphere of the scene. A black border is catmull-rom. I wanted to try to render this filter.


24 Feb, 2012 Kirill
24 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
I propose to add to the scene of airborne dust. Vray fog for this fit with the card Noize.


25 Feb, 2012 mOPs
25 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Hello everybody. coolerman about catmull-rom - this is what Anton has said repeatedly that the settings do not match the recommended. This is an artifact of the AA filter. It is recommended to disable it at all (do not use any anti-aliasing filters), but what has the sharpness to add post-processing. Although, if Anton "not poked his nose" in these artifacts, I would not have noticed😁 Anton, a question for you. And in the classroom and in the discussions (in which among others) has repeatedly referred to "render in HDR". I have just realized that I do not know is how to do it. Always do a render and have already saved the resulting image format to HDR. But I feel it's not exactly ... The lesson for example separately mentioned "in the HDR rendering" and "save as HDR". You can read more this time? : |


13 Feb, 2012 Usco
25 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
mOPs hello. It is in: General questions about 3d graphics ==> Photorealistic rendering processing in Photoshop. Post-processing 3D visualization. When you save dialog in HDR - settings in the dialog to leave the default.


25 Feb, 2012 mOPs
27 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Usco, thank you! That's it 👍


28 Feb, 2012 Sergej102
28 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
And somehow the dust can be added ?? Not to the surgical cleanliness of the room was a basement dust and give volume thus light 🙂 Here's the latest rendering of Anton (RenderStuff) liked.


12 Feb, 2012 coolerman
28 Feb, 2012 # Re: Artificial lights mimicking in V-Ray
Perhaps soon I'll remake the scene. This I will not touch it. With the help of more experienced colleagues, I will try to climb to a higher level. It is possible that it will not basement and other premises. I would like to add to the scene of the body, but unfortunately, did not make a model of people, and even if I start, it will apparently look ridiculous and spoil the whole scene.


7 Feb, 2012 coolerman
20 Apr, 2012 # Re: Artificial lights mimicking in V-Ray
By the way, I finished my basement 🙂


25 Feb, 2012 mOPs
21 Apr, 2012 # Re: Artificial lights mimicking in V-Ray
👍 very best, I really like the atmosphere of gloom ... transferred well.


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