View Full Version : Lightning help
Hey all one of my first post on this forum:) i want to get more into MR. but im totally noob with it now.
i have this scene http://imagenerd.com/uploads/testFopz.bmp
that has now 2 directional lightning. one from above and one from the side. but it doesnt look realistic, im kinda noob with all this and stuff, but whats the best way to get a better result any. this picture is also rendered with mental ray but only final gather
so u guys have any tips for me ?
06-28-2007, 10:35 AM
Use a daylight system with log.exposure and FG only. This might be a good start for you to experiment with... ,-)
06-28-2007, 01:42 PM
in general, for exterior renderings, i use an IBL with a directional light, rendered with FG.
(or with the mia_physical_sky wich is the same thing)
then tweak your shadow settings in the directional light.
and finally add an ao pass.
it's pretty simple.
ps: try to apply a wooden texture to your door.
06-28-2007, 03:37 PM
You might want to have a look at some tutorials - specifically the ones listed here @ MyMentalRay (Under 'Final Gathering: Using HDRI Images, Final Gathering & Ambient Occlusion notes (as pdf), Image Based Lighting and Lighting an Outdoor Scene)... plenty of material to get through!
You might also want to rethink your bump map on the wall - bump maps usually fail with something that "chunky". You might want to model the bricks as geometry instead (or maybe better still, try a displacement map on a poly-dense plane).
Hope this helps!
Thanks for the post guys i will try some tutorials out on the mainpage, havent really checked it all out.
thanks for the heads up:)
srry for doubleposting her is an image i did with IBL it was a bright HRDI but it turned out dark:S
http://imagenerd.com/uploads/test3u8j8.bmp doest this looks already better?
06-29-2007, 06:34 PM
I guess it's hard to know without seeing your HDRI. If it is supposed to be daylight, try adding a directional light to mimic the sun (like royter said earlier).
And yeah, it is starting to look better...
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