Hello guys, I have such question: how to correctly set up the overall interior scene ligthing using VRaySun+VRaySky+VRayLight ? Just cannot tune it not by changing color mapping (Multiplier), nor by VRaySun and VRaySky settings. I do not use the physical camera (as you advise in tutorials). All windows have the VRayLight outside in the portal mode. This is the example of what I get Here are the Vray setups When I try to increase Intens.Multyplier of VRaySun or VRaySky or color mapping , there are overbrights come out it the windows areas Also I'm interested in that, do we need in VRay:: Environment tab to enable those three parameters (GI, Refl/Refr., Refr.) and drag the VRaySky map on them? After all, we have already set that we use this map in the enviromnent setups, which are called by pressing the 8 button.
Hello. You have a very simple situation. You like most beginners 3d and visualization artists have faced with a situation where just logic is not enough. You just need to know. It is needed to know the following: the brightness of the direct light from VRaySun are LOT more bright than the secondary light from VRaySky. And it's not a bug. This is a correct imitation of the real relations of the brightness of the scattered light from the sky (VRaySky) and direct sunlight (VRaySun), as they exist in nature, or at least close to it. In fact, you can perfectly tune the bright of overall lighting in the interior, by changing the values of the Color Mapping Multiplier or V-RaySky sun intensity multiplier. This is clearly seen in the your above presented visuals. In the first case, you reduced the Color Mapping Multiplier to the level of normal brightness of VRaySun. In the second case, you have increased it the level of VRaySky normal brightness and, of course, got the blinding light from VRaySun. Just because its brightness is also proportionally increased. Do you see what is happening here? The first thing to do is to disable the VRaySun, because VRaySun is absolutely not needed for interior lighting in the interior. Its role as a light source is secondary and it simply creates nice light on the floor in a room near the window. Its main role is only an auxiliary container with target, on the relative geometric position of which the brightness and color of VRaySky depends. In fact, this container with the same success can be any tool with the target; from a standard Target Direct or 3ds Max Camera to VRayPhysicalCamera (yeah, that is true). In other words, its role is just to determine the position of the solar disk on the Sky map. Position of sun node, defines a point on the Environment sphere in which there will be a bright solar disk, made by parametric map VRaySky. That's all. You may use this info; we will come back to the V-Ray setups because you have them incorrect and do not correspond the settings we have described. As for the VRay:: Environment, if you think about the name of any of these three slots, for example, GI Environment (skylight) override, then the meaning of the word override, almost completely answer your question. The purpose of the tools from the VRay:: Environment rollout is to substitute a similar function is 3ds Max Environment, which can be selected by pressing 8. For example, you do exterior render of the car. You want to illuminate the entire scene with VRaySky, BUT you want, that instead of the VRaySky gradient on a shiny car paint, the clouds and sky were reflected. Then you open VRay:: Environment, activate the Reflection / refraction environment override and put the image with clouds in its slot. Similarly with the GI Environment (skylight). Nominally, it makes no sense to substitute 3ds Max Environment in reflection, refraction and light (skylight) by manually inserting VRaySky map into the slots. This is exactly the same thing if to just leave the 3ds Max Environment untouched. So remove all the overrides that you have done in VRay:: Environment and leave the 3ds Max Environment only.
Thank you for reply. Some VRay settings I intentionally changed for quicker rendering (maybe it is not right, but in this case it completely satisfied me). That is because the main accent on the overall brightness here, not on the image quality. As far as I understood, instead of the Sun you can use anything that has the target, it is just needed to attach them to the environment map and then the brightness depends on the position of that “anything” relatively to its target? Right? So to create nice light on the floor (sometimes I want them to be on redenring), but to not let the Sun affect the environment map, we should not do the link between them?
Good afternoon everyone!I started using your recommendations for setting up vray for a specific job and I had a few questions. I hope somebody will answer them to me 🙂1) In this paper, you need to show (illuminate) both the interior and the exterior, as the deck with loungers outside and the 25-meter indoor pool that stands out on the 25 m.2) My initial settings I took from someone else's file, because I did not know vray well.Lighting-not related (through the editor of materials) vraysky and vraysun. The intensity of the sun-0.06.Here is the result:3) Put your recommended settings for vray, the lighting is the same.result:Darker apparently due to the decrease in multiplier (s) GI4) Then I ran the recommended vraysky, vraysun bundle through the materials editor, inserted 2 vraylight into the portals in the portals mode, and dropped sun intensity to the recommended 0.01Result:Night 🙂5) and if you increase the intensity of the sun to 0.06 thenA lot of noise for some reasonAttention Questions 🙂6) What can I do to make it light inside, but outside the window too? I so understood the intensity GI to touch the nizya? I would like to make it light, not just color mapping.7) I did not understand why vraysky vraysun should be connected, are not they originally connected? And is there any additional vraysky settings after the bundle in the materials editor?8) The intensity of the radiation of the entire system vraysky + vraysun + vraylight is controlled only by sun intensity multiplier and means for all its components can only be strictly the same?9) in answer 873, I read what you are raising for the final rendering, and besides that? In max rate antialiasing? And in the DMC sampler tab, does something need to be downgraded to pre-render for acceleration?10) Just in case the screenshot of the scene with the characteristics of vraylight
Hello!6 - Read the topic of how to deal with the Persvette in the windows.Completely duplicate the information topic will not, you'll read it myself in that topic. Just repeat the point, which is that the environment outside the window is the source of light for the interior. However paradoxical this may sound, it is a fact. Even trees and grass landscape. It is for this, to take a picture in which there will not be a backlighting outside the window and in the interior it is light - it is impossible.If you look at photos taken by even professional cameras, you'll understand what it's about.How do they get photos of the light interior of the troubles of the light in the windows?Very simple. Make 2 pictures with different exposures and composite them in Photoshop. Or, most often, just behind the scenes put extra soft lighting, highlighting the interior from the inside.So, if we are talking about photorealistic rendering, then either reconcile with peresvetami outside the window, or use post-processing.You correctly noticed, the total exposure of the visualization can be adjusted with the help of Сolor mapping.You do not want to do coloring with your painting, it's up to you, put additional light sources that illuminate the interior from the inside, but, in this case, you can forget about photo-realism. In any case, I can not give you such advice. Because this is not the right approach.7 - Read how to use VRayLight in windows when lighting the interior of V-Ray Sun and Sky.8 - The intensity of the VRayLight glow in the Skylight portal mode, is controlled by the intensity of the glow of the Environment. In the case when VRaySky is used as the Environment card, the intensity of the Environment glow is controlled by its parameters, in particular by the Intensity multiplier parameter.9 - How to control the speed of rendering and configure the test render, see the lesson about DMC Sampler.10 - Lights in the windows should be installed indoors, and not outside😉
The noise in the scene affect render settings , light sources and proper lighting scheme. Not seeing the wrong, and not another is not a third, we can not say for sure. But, apparently, you have a low setting in the IP, and therefore, there was a rash in the shadows .
If the scene is a lot of black, the only way out is to raise the overall brightness of the render .
Alternatively, it can be done using c postprocessing , highlighting the strong zonal dark areas of a scene and raising them the value of Gamma .
Regarding the Store with the irradiance map , it categorically do not recommend to use this option for the main light source, such as a portal in the window. The essence of this feature is that the direct light from the light source is calculated using Irradiance map , which in turn is based on the selective sampling and interpolation. As a result, the area illuminated by the light source will not be clear and bright, and blurred and sluggish. As a result, the render will be more than far from photorealistic . Rather, it will resemble a screenshot of a bad computer game with pre-rendered in a light texture.
It is much more correct to improve the final result, simply lift the shadow of sampling in the light source, increasing the value of Subdivs. For portal window, the values in the range of 60 - 120 Subdivs. Depending on the complexity of the scene and capabilities of your computer😉
Honestly, the question is highly abstract. Last rendering does not show nothing. It is not clear how you think it is too light or too dark ...
If you need a clear and precise answer, please properly put your question.
In any case, the general provisions concerning lighting installation, the Honour current theme, the theme of VRayLight windows with interior lighting V-Ray Sun and the Sky , as well as the theme Photorealism in rendering . They will help you improve your visualization😉
friends! Good time of day! Now there is a problem. on the table, on the left there were some squares. and indeed in the whole renderer which have any suggestions and critical thought. Thank you for understanding and help!
Honestly, I do not see squares. You mean stretched mepping wood texture in the end of the table top or what?
And in general, the renderer, it is a very low resolution, bad textured the very casually. On the ceiling of any glowing spots it can not be seen from the lampshades light sources. And in general, the rendering requires postprocessing 😉
Hello!Do not worry, it's not so much in your 3d visualizer's skill, as in the specificity of the bathroom design.Here, look at our 3d bathroom visualization. The same black and white tiles, the same rectangular plumbing. As you can see, the render looks as pale, and only the orange door introduces a variety.Why is this happening?First, with this design, white light on white walls and white tiles - look non-contrast. And no matter what you shine, VRayLightMtl or VRayLight. This is just how this color solution looks.Secondly, there is some specificity of the work of GI in V-Ray. In particular, the more the material reflects the object, the weaker it is reflected by GI. That is, if the object is a mirror, then GI rebounds from it will not be at all.This is because, nominally, in the GI settings, the Reflective GI caustics option is turned off, which is responsible for GI reflections from shiny objects, such as a glossy shawl that trimmed the entire bathroom.Therefore, when you shine a portal in a niche along the perimeter of the wall, then the interior gets only that part of the light rays that directly faces the interior. Of course, only a small part of the niche illuminates the bathroom, and most simply "outlast" the wall. So it turns out that the interior is dark, and on the perimeter of the niche is "nuclear" light.As a solution, you can include Reflective GI caustics. But, to avoid artifacts and noise, you will have to twist the GI settings very much. However, the result, even in this case, can not be very different from the current one. In this connection, I advise you to render in HDR and already in Photoshop to retouch the problem zones. So easily you can remove the perimeter of the perimeter of the toilet and lighten the rest of the room. This is the simplest and most flexible solution😉
Please do not move away from the topic. It was only about interior lighting. In order to dismantle the work of other components, such as curtains models, textures, materials, etc., please use the more appropriate theme, for example, Criticize, please, 3d rendering, 3d model! The more specialized the topic, the easier it is on the website in all their diversity to find something you need, without having to re-read hundreds of pages, but simply scanned the headlines😉
Read this series (it is 5 parts) splints from start to finish:
" Modeling in 3ds Max premises and interior rendering in V-Ray. The lesson from gus_ann "
Everything is step by step and in pictures 👍
Svetlana, hello! 😉There are too many different questions that are not connected with each other.To begin with - all your problems are not due to miscalculations Irradiance Map or Brute Force. This is just a miscalculation and its quality, but what he calculates depends on what you told him to calculate.Explicit jamb on the first screen. Whether the light intersects with the geometry, or something else ....Most likely the problem is in the IES itself (not all of them are good and work correctly), try to put another light (in principle, from another source, in a different way created). Cant in it, do not go to the old woman ....Concerning your questions to the essence of visualization, everything changes ...., moves .... look, already, the obedience of subdivisions in everything - plays on the rendering speed, Grant Warwick's video tutorials.An interesting topic, which requires not only attention but also thorough study. The dude increases the subdivisions on everything to unimaginable values, uses Brute Force (slow compared to Light Cache) and gets a saving in rendering time for complex scenes !!!!!!On what you think - your purely individual question. Brute Force thinks better, more accurately, more adaptive. However, longer ... Do you need it ???? So make a choice in one direction or another! (What is more important is the quality of the rendering or the speed?) Artifacts will be everywhere if there is a jamb in the scene. So - correct the joint, and do not worry.(If that - send it to the correction - I'll help, if I can)
Nikita K.And can you explain what you mean by the name "Eerie horror"? 😁😁😁Blind noise? Is it not transparent enough? The background is poorly visible through the curtain? The background is dark? Not quite clear your claims to this place on the render.Your bundle works. Check if the curtains are excluded from the window portal, do not they obscure the room in addition.As for the carpet, it is difficult to advise anything, not knowing exactly how you did it. If it's Hair & Fur, then it's possible that the parameters of the hairs color variation are wound in it. The very hairs on the whole area, as well as there is a big difference in color between the tip and the root of each hair. That is, below the hair is dark enough, and at the top almost white. On the carpeted places of the carpet, on all sorts of twists, it is especially visible and manifests as dark dirty areas. I think so, judging by the picture. 🙄Well, the render settings do not match the recommended ones either in the first or in the second case. So that....
To be honest it is not clear in what actually a question?
The first and second images are different in coverage. And the prospects for completion of the first more than the second. In the picture "standard" all the furniture really "fly" because under her feet there are no shadows, and all the angles summed disgusting the AO .
The only problem in the light of the first, is that the scene perezhzhena. Firstly, perezhzhena VRaySun direct light, and you just need to reduce the Intensity Multiplier him several times, and secondly lajty otodvin in the windows of the side walls so that they should not prezhigali. Third, in your great room ceiling oknische. Stick and there is huge, but a little smaller than the window itself, the VRayLight with the same settings that lajty conventional windows. It will be enough to illuminate the room shown.
And do not forget about HDRI capabilities 😉
You can not give specific advice without seeing the render settings or themselves renders a timeless light levels, nor their "standards" to which you dub.
The reasons can be mass of incorrect lighting scheme (placement and Lighting settings) to render incorrect settings. Maybe also work without gamma correction.
About the lighting scheme, read in the current scene, there's a lot of useful information, including links to additional infu other topics. With regard to the render settings and gamma correction, then read the article in the lessons section .
Alternatively, if you do not create a scene himself from the ground and take the downloaded (reference), then for certain reasons, including differences between versions V-Ray - there may be differences in the luminance of the reference rendering and the fact that you have obtained .
With regard to your question literally, about the differences between 3ds Max 2014 that might affect the result of the rendering, they are, but only if you switched to 2014y from an earlier version, that is from 2013 and earlier. These differences consist of different approaches to the already mentioned, the gamma correction . If you had a downgrade, then you have passed in 2015 (and later), for 2014, the impact on the result of rendering it should not.