Back outside to be made curved captivity (Plane) from being subjected to self-illuminated material. The self-luminous material slot must be inserted into the texture of Beck. That is your picture with the sky and houses. The V-Ray is a self-luminous material VRayLightMtl . By adjusting the value of the multiplier slot near Color (the default one), you can adjust the brightness of the material itself, and along with the brightness of the texture embedded into it. Put more multiplier value and the picture becomes brighter outside😉
Hello guys. I hope to help. I am a beginner trideshnik only been fleeting courses. And if in the simulation took enough hours, and I'm bad - poorly understood, in the development of the rendering, cameras and lights rely only on your resource. Many thanks for your sympathy !!! Now faced with the problem to put the background behind the window. I follow the instructions, which gave mOPS in post # 1293 . But I still did not go out the desired result. The picture appears in the window, but it is very blurred and bleached. While taking an image from your camera, for example, that is, the resolution is not the smallest. I tried to change the brightness of the material itself, but it does not help. I do not know already, where I had missed or did not understand. Do I need to change any settings in the map? Maybe someone does not be difficult to put on a landmark screens, how to do it? Guys, help out ... Thank you in advance.
How to put a background behind the window-Ray in the V , read in the discussion of the correct configuration of interior lighting .
Make sure that your background behind the window object is excluded from the GI and lighting and illuminates not VraySky not the VRaySun, as well as self-luminous mat is made, rather than the usual.
But it's true only if the proper quality of the image itself (not originally prosvecheno itself) and you have correctly set up the Color mapping 😉
If you put a background behind a window, by pulling a self-luminous material on a plane and exposing this plane outside the window, it has nothing to do with the environment.Environ in Bitmap parameters, this is just a way of mapping the texture and, you rightly noticed, related to the environment. It is relevant only when Bitmap is installed as an environment map. That is stretched on the sphere Environment.In your case, this parameter should not be touched. Leave the Texture value.Different textures, differently illuminated in the same scene only because you put them as a glow filter in the self-luminous material VRayLightMtl. It's easy to see that when the light of VRayLightMtl breaks through the dark parts of the texture, no matter how intense its glow, they still remain almost as dark. That is why, the value of the Color glow multiplier, practically does not affect the brightness of the material, in areas where the texture is dark. For example, there, where on your photo thick foliage. At the same time, bright areas, with large values of the luminosity multiplier VRayLightMtl - are burned, become almost white. For example, zones where your sky is visible on your photo.This can be easily verified by carrying out the simplest experiment. Create a new scene and create an ordinary Plane in it. On it, pull a self-luminous VRayLightMtl meter with one of its textures, where some leaves are, and set the brightness of the VRayLightMtl luminescence to 10. Let's see, and you'll see that the texture has hardly brightened, only its light areas were burned. Then, replace this texture with "another photo", where you can see the sky and you will see, the same thing as on your render outside the window.As for the lighting scheme, it, or the rendering approach itself, is different from what we recommended. Simply because you have in Color mapping the value of Multiplier is simply monstrous. Already twelve. With correct lighting and scene settings, Multiplier should be no more than one, maximum 2, otherwise, with your Multiplier 12, you instead of the kitchen on the render would see a white spot😁Why do you have this situation?First, you still need to check the lighting scheme. In particular, is Sun tied to Sky. Is VRayLight configured for Skylight portal mode? If configured, is it worth ticking Simple.Secondly, do not fool yourself with the VRayPhysicalCamera, but use the standard one.Third, work in a properly configured workflow. Now, according to your editor's screenshot, you clearly see that you work at Gamma 1.0. This is not true. If you want to engage in interior 3d visualization, then you definitely need to learn how to work with Gamma 2.2. How to do it, read in the detailed lesson about using Gamma 2.2 in 3ds Max and V-Ray.You can zoom in and out by trivially scaling an object (Arc) with a self-luminous material outside the window. Just scale it so that in the current frame the desired part of the picture is visible outside the window😉
Environment, a sphere radiating GI outside. It radiates in all directions. This deprives of any sense somehow redirect it. In addition, the right to make a model room has a wall thickness in the window itself as the model of the window in the window opening. Thus, the light outside the room, into the interior, falls through the window arch. Think through the pipe. This makes it impossible rays from entering the room from above and from below, ie from the sky and from the ground. This also makes the care of the land before the simulation window - meaningless. Moreover, if used portals in the windows , the direction of GI glow outside the window, none at all irrelevant, because the light comes from the VRayLight Plane in the Skylight portal mode.
MOPS # 1293
You write «VRay Sun and VRaySky Multiplier = 0,01». Multiplier what? Described check mark in the book of Global switches , even if you do not care.
In any case, I have no idea what it is "wrong" in your opinion? Dimon, you have to understand, we can not climb up to your head and look at your subjectivity, understanding what you mean, what you do not like. Personally I do not like nothing in your picture, so I can not give you specific advice on an abstract comment. In my subjective opinion it's not so😁
But judging by the crown in the room "adjacent" to the bright Peresvet on the wall, on the last picture, you have not the Color mapping , no setup Gamma , do not correspond to the recommended contact. Alternatively, the lighting circuit is not such as MOPS said.
So, without emotion, to objectively describe what is wrong. Show me how and what is done. Form specific questions. And only you can be, what is the specific advice😉
About how to adjust interior lighting has already been analyzed. If you after reading the threads on the link even any thematic questions, write them down there. In addition, I advise you to read the detailed tutorial on gus_ann about interior rendering in-Ray the V . In a more expanded form the subject of interior lighting in the V-Ray is difficult to even imagine.
With regard to the work function of «Force color clamping» then again, we have the support of one of the lessons from gus_ann and Usco about visualization of Roman blinds in the window opening . It clearly shows how and why, in practice, you can use this VRayFrameBuffer. For an idea of what Color Clamping (Clamp output) in principle, read in the article about the Color Ray-the V mapping .
About using V-Ray 3.4, no change in terms of lumens control than earlier versions, functional V-Ray, not added. All the same. Renderer "thinks" in HDR space, the monitor displays in the LDR, whatever renderer "thought up" coming out of the HDR, we feature clamp (from the English Clamp -. Clip) automatically locks or "clamp" to LDR values displayed LDR monitor. As a competent option for static renderings - render in HDR and manual post-processing is already in 2d editor "Klump" render at its discretion .