|Week 11 Interior light renderng|
|Learning Objectives||This workshop mainly use VRay to generate realistic interior light rendering|
Setting the Camera
Introducing Indirect Sun Light
We need to tell the rendering engine to provide indirect sunlight so turn ON the indirect illumination (GI) and turn ON the ambient occlusion. Make sure the primary bounce is set to irradiance map and the secondary bounce is set to brute force. Our rendering is too yellow now. Under the physical camera alter the white balance to a slightly yellow hue in order to balance the renderings color.
Mapping the Environment
Under the environment tab click on the “m” next to the GI (skylight). This tells the rendering engine how to create the sky light. Change the type to TexSky and input the correct sun . Here is the result. Now the rendering is too blue because of the natural light from the sky. Alter the white balance again with a light blue hue to balance the rendering.
Setting the Shadows
Under the GI (skylight) press the “m” again and increase the size of the sun in order to make a softer shadow. 10 should be a good setting in general. Here is the result. However notice the blotchiness as light bounces around the room.
Smoothing the Light
Lets smooth out the distribution of indirect light. Under the irradiance map tab increase the Hsph. Subdivs and decrease the Interp. Samples. Turn ON the detail enhancement. The light is a little intense over all, so to further smooth out the blotchiness, under the color mapping tab, change the type to HSV Exponential. The steps from here on will significantly increase the rendering time so make sure all of your other settings are at what you want them and you ready to make a final render before moving forward. To further smooth out the indirect lighting, under the DMC sampler tab, increase the Min sampler and decrease the Noise Threshold. This will also get rid of any additional noise or graininess in the rendering. Notice the edges of the direct light are still a little bit grainy. To smooth the direct light , and further decrease the blotchiness, increase the Global subdivs mult.