interior scenes help?
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Can someone provide tips for interior scenes..
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
you know, how can you render a scene with a window showing a bacground on a plane when the interior is too dark.. the exposure setting have to be high and then the window is too bright and the backgorund plane is bright (tryed playing with gamma in the plane helps a bit)..
I've tried using photomatix, so I saved the same scene with different exposures and then combine it like and HDR , and that works - wouldn't that feature be useful if octane does it internally and give us some high dynamic range action.. Radiance?
What setting are you using for interiors?
Glass windows turned off - figured that one. Sky power high or exposure high, which is better? Some basic interior lighting tips?
I've tried using photomatix, so I saved the same scene with different exposures and then combine it like and HDR , and that works - wouldn't that feature be useful if octane does it internally and give us some high dynamic range action.. Radiance?
What setting are you using for interiors?
Glass windows turned off - figured that one. Sky power high or exposure high, which is better? Some basic interior lighting tips?
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
Hi,
Currently there are no real tips available.
The only thing i can recommend is leave your windows open (no glass) and try to make a building with enough 'exits' eg enough windows/holes so light can be found easily,
eg if you put a small window somewhere hidden behind a wall the renderer will have difficulty finding it and it will render very innefficient.
another thing is to await the beta 2.3, which will make this a lot better/easier.
Radiance
Currently there are no real tips available.
The only thing i can recommend is leave your windows open (no glass) and try to make a building with enough 'exits' eg enough windows/holes so light can be found easily,
eg if you put a small window somewhere hidden behind a wall the renderer will have difficulty finding it and it will render very innefficient.
another thing is to await the beta 2.3, which will make this a lot better/easier.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
MSI NF980-G65 AM3 NVIDIA nForce 980a AMD Motherboard - AMD Athlon II X4 620 (Overclocked to 3.2ghz)
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
Wow. That solar tube is awesome. How precise octane would be in simulating light passing trough those tubes if one model it correctly? Will MLT be perfect algorithm for that task? I'm asking all this because in near future I might get project involving something like those solar tubes.
Cheers,
n1k
Cheers,
n1k
those lighting setups are very visible so they should render pretty efficient.n1k wrote:Wow. That solar tube is awesome. How precise octane would be in simulating light passing trough those tubes if one model it correctly? Will MLT be perfect algorithm for that task? I'm asking all this because in near future I might get project involving something like those solar tubes.
Cheers,
n1k
we'll have to see what 2.3 will bring.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Nice to hear that. So light can bounce between mirrors in tube and light room on the other end. Awesome!!!
Cheers,
n1k
Cheers,
n1k
wow!
I've Finally figured out what MLT means! lol
all I knew before is that it wasn't familiar to me, and every
time I came across one, it made me hungry. Bacon Cheese MLT, Turkey Swiss MLT, .....
I've Finally figured out what MLT means! lol
all I knew before is that it wasn't familiar to me, and every
time I came across one, it made me hungry. Bacon Cheese MLT, Turkey Swiss MLT, .....

MSI NF980-G65 AM3 NVIDIA nForce 980a AMD Motherboard - AMD Athlon II X4 620 (Overclocked to 3.2ghz)
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4