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The Beach House
Posted: Sun Aug 05, 2007 7:41 pm
by matsta
hey guys
starting a new project, i'm going to be trying my hand at a more detailed interior, especially with regards to lighting.
my goal is something similar to this:
so far i am done with the stairwell, although a bit steeper than in the pic i think it came out nice:
i have one problem that keeps on rearing its ugly head, lighting. i need someones advice. i am going to be using both mesh lights and a exterior sun, whenever i use an ext sun i never know weather to use linear or Reinhard, mainly because with Reinhard u lose the control of ur mesh lights. also how come whenever i use an exterior sun i can NEVER get the sky to show up, its always just an oversaturated white light coming in through the window (cant see anything outside).
could someone please suggest settings for both the sun sky and tone mapping that could help me overcome these troubles...?
all help greatly appreciated.
greetz
mat
Posted: Sun Aug 05, 2007 8:57 pm
by matsta
ok guys, i have made a little test room. could someone please setup the lighting of this scene for me, just so that i can see which settings work best, bearing in mind the parameters i would like to keep.
greetz
Posted: Sun Aug 05, 2007 10:20 pm
by matsta
lit with env map, i had to put the gain of the emiiters up rediculously high along with the power in order for them to even show up.
i REALLY dont understand gain and scale.
Posted: Sun Aug 05, 2007 10:52 pm
by drBouvierLeduc
Hey, looks very promising.
I think when you use sun/envmap and emitters at the same time, you have to use efficacy scale. Not that sure though.
Posted: Sun Aug 05, 2007 11:33 pm
by OnoSendai
Hi Matsta.
When working with sunlight + mesh emitters, use the efficacy scale for the meshlights. That way you can work with familiar physical values, and the lights will have the correct brightness relative to the sun/sky.
Search the manual for 'efficacy_scale' for more information.
When working with ENV maps it's not so easy, because the env map values aren't calibrated against anything; the units are unknown.
Posted: Mon Aug 06, 2007 1:00 am
by Zom-B
OnoSendai wrote:When working with ENV maps it's not so easy, because the env map values aren't calibrated against anything; the units are unknown.
This explains a lot

Any chance to get one day a "on the fly" calibration of used ENV maps??
Posted: Mon Aug 06, 2007 1:28 am
by CTZn
Any chance to get one day a "on the fly" calibration of used ENV maps??
I don't agree with this one, scaling a cloudy sky to sun illumination makes no sense, that's still a job for Violet and thats it

Posted: Mon Aug 06, 2007 1:33 am
by CoolColJ
I normally have to use an efficacy scale of 200 for lights to show with sunlight+sky for a 100 watt blackbody emitter. Whereas a value of 17.5 will be plenty bright with black background
Posted: Mon Aug 06, 2007 2:09 am
by matsta
hmmm thanks for the help guys. im gna give the efficacy scale a go now, do you guys suggest linear or reinhard? and if so wat kinda linear/reinhard settings should i be using.
greetz
Posted: Mon Aug 06, 2007 2:49 am
by matsta
hey guys...
playing around with those settings here is wat i got, untinemapped:
linear: scale 0.1; 10*0
and
reinhard: burn 6 : preS 1.13 : postS 0.38
note that the roof lights settings are at 200 power with 400 efficacy/lm
environment in both cases is sunsky.
Posted: Mon Aug 06, 2007 2:52 am
by matsta
the sky that can be seen out the window in the reinhard version is what i want in my linear render. but the lights in the linear are "correct"... mesh lighting with sunsky relly should be a whole lot easier than it is :S, surely there must be something ono can do to make it more efficient :S perhaps im just being a noob
greetz
Posted: Mon Aug 06, 2007 2:56 am
by OnoSendai
matsta: It should be efficient.
You model your room, place the lights, use some real world values (eg 150W power and 17.5lm/W), and you're done.
Does your room have the correct size?, e.g. is it about 3 units (meters) high?
Posted: Mon Aug 06, 2007 3:32 am
by Zom-B
The Size is correct, but in your file in the first post,
the light mesh is also emitting light upwards,
kill these faces for a small overall speed up.
Posted: Mon Aug 06, 2007 5:15 am
by matsta
ZomB could u post a render that u have done by any chance? im really quite confused. my settingss are the ones ono recommended but the scene is either way to bright or way to dark. there is no middle ground and its taking close on 3 hours to resolve a TINY 500 x 300 render.
greetz
Posted: Mon Aug 06, 2007 5:16 am
by matsta
pi seriously think im just going to ditch the sunsky and just go with mesh emmiters, maybe trow some curtains over the window
getting the 2 to work together is just to much hastle.