
Interior - gallery
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
Interior - gallery

AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
Looks real good, but since you ain't here purely for back-padding: the floor is way to reflective, it looks wet. And I'd suggest letting it render a bit longer, NeatImage smudges your walls. 
Other than that, good stuff.
edit: Oh, and I think I see your floor texture tiling. Might be the angle though.
Other than that, good stuff.
edit: Oh, and I think I see your floor texture tiling. Might be the angle though.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
hehehe, thnx guys!
@skypa: you're right, let the crits flow! heheheheh
Yup, floor too reflective (taking note) and texture tiles....I'll try another one. Any other comment will be welcome.
@Big_fan:
21600-23000 per sec
left each render for 2 hours and then reduced noise with Noiseware Community Edition
although the result for 2 hours was fairly clean.
@skypa: you're right, let the crits flow! heheheheh
Yup, floor too reflective (taking note) and texture tiles....I'll try another one. Any other comment will be welcome.
@Big_fan:
You mean per second ? don't remember now. Let me re-render it a bit...How many mutations is that please?
21600-23000 per sec
left each render for 2 hours and then reduced noise with Noiseware Community Edition
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
another shot, trying to mix sunlight and a mesh emitter:

I just started playing around with linear tonemapping to get a good mix of both but it's tough to get the proper values without having one kind of light affect the other. To makes thing worse, it seems the values radically changed in 06t6 so the info found on the forums sometimes won't work leaving no chances but experimentation. I'd like to get a strong line of sunlight on the wall, coming down thru the pergolas; not just the light on the floor as it is in the screenshot. These are the values I'm tweaking:
A value of 1.0 immediately burns the image.
and I'm also playing around with:
and finally, for the mesh emitter:
This combination is what's giving me the above results. Any suggestions on which values to tweak to get a better effect of what I'm looking for?
thanks in advance for any help!

I just started playing around with linear tonemapping to get a good mix of both but it's tough to get the proper values without having one kind of light affect the other. To makes thing worse, it seems the values radically changed in 06t6 so the info found on the forums sometimes won't work leaving no chances but experimentation. I'd like to get a strong line of sunlight on the wall, coming down thru the pergolas; not just the light on the floor as it is in the screenshot. These are the values I'm tweaking:
Code: Select all
<tonemapping>
<linear>
<scale>0.005</scale>
</linear>
</tonemapping>and I'm also playing around with:
Code: Select all
<skylight>
<sundir>0.639793 0.425208 0.640206</sundir>
<turbidity>2.000000</turbidity>
<sky_gain>0.005000</sky_gain>
</skylight>Code: Select all
<blackbody>
<temperature>5400</temperature>
<gain>5000</gain>
</blackbody>thanks in advance for any help!
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
I'd recommend increasing the tonemapping scale and decreasing the gain on the emitter. The brightness of the sun in real life is MUCH brighter than any indoor lighting.
I would try making the emitter 1/10th as bright and increase the tonemapping scale by 10x.
As for the light coming down the wall, I'm not sure - you should be able to see it now... The only thing I can think of is that the sun direction is not at an angle that can make the light hit the wall...? Maybe try changing the sun direction vector.
I would try making the emitter 1/10th as bright and increase the tonemapping scale by 10x.
As for the light coming down the wall, I'm not sure - you should be able to see it now... The only thing I can think of is that the sun direction is not at an angle that can make the light hit the wall...? Maybe try changing the sun direction vector.
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