abstrax wrote:coilbook wrote:thanks
but it would be nice to have an option to bright up interior shadows without affecting exterior light. Because to have a nicely lit interior exterior looks almost white. I know that's how a real camera works but for CG cartoons it is unacceptable just look at secret life of pets cartoon very nice bright interior and exterior is not overexposed. maybe you guys can add it as an option one day
All these cartoon scene are lit using manually placed (invisible) light sources. In the past Pixar had people just doing lighting. I'm not sure if that's still the case but they had to place up to a couple hundred light sources per scene to make the lighting work.
In your case, you would need to do the same: You could add some invisible light sources to the windows to emulate more light coming into your rooms than there actually is. You could also use the "highlight compression" in the imager settings to compress the too bright outside. I'm sure there are more ways to solve this problem.
thanks. In real life one window in a small room is enough (especially if the sun shines through it) to have a nice bright interior and not overexposed exterior. Would be nice to have a similar option in octane. Not sure how maybe shadow brightness similar to AO, or
AO that also has diffuse color bleed, more light bounciness, light decay options (like 3ds max fake lights none, inverse, inverse square).
That way it will look more like what you see through human eyes and not through the camera where in order to have a bright interior, exterior is overexposed and almost white.
I just dont understand why we need extra hidden lights, where in real life one sun should give you are very well lit room and not overexposed exterior. Does it mean modern renderers still cannot give you an image quality and brightness of what a human eyes can see inside a well lit interior and a normal brightness exterior? I guess modern renderers try to simulate how camera sees and not human eyes.