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😉
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:1Settings.All render settings are strictly according to our recommendations. No initiative with gamma and stuff.2Intensity 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.3Lights.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.4Color 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.5Materials.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.6thModels.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.7thWhat 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😉
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 .
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.
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😉
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 🙂
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😉