Church Inerior pre-2.3 render test

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vanlicht
Licensed Customer
Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

Excited to see pre-2.3 release. Now I can start to do some interior render with self-emitter.
I tried rendering the baptistery interior, and using the stained glass as self-emitter.
Also there's a light bulb sphere shooting light from up there in the ceiling.
I guess because such approach the light does not have directionality as sun light would serve,
hence the lighting looks even and not dramatic as expected.
Also because of it, I didn't see the color bleeding affecting the room from the stained glass.

For better effect, will have to wait for the integration of MLT I guess?
Attachments
bap03_ocRender_tst001.png
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
vanlicht
Licensed Customer
Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

Here's another test in the altar area.
Applying the same trick using
1. stained glass texture as emitter source,
2. 8 lamps in the ceiling area
3. theatrical footlights in front of the characters on the altar floor.
4. a huge spot light (sphere emitter + cone shape geo with 100% specularity and very low roughness)

Here demonstrates two pictures. The first one is straight from OC with super sampling techinque.
The second one is post processed a bit in Photoshop.

A question here: I am trying to achieve the theatrical effect, but even with those settings,
there's still no spotlight shaped circular white spots in the picture. The light still looks pretty diffused.
Any suggestion to achieve more dramatic effect would be much appreciated.

Ps.
1). With current setting with 1 GTX480, the rendering speed is approx. 0.90 megasamples/ sec,
rendering for 49 min.
2). My set's unit is based on CM. I wonder if that would somehow affect the effectiveness of emitters.

Original frame:
render_test_03_ori.png

Post processed frame:
render_test_03.png
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

note that if you use a large number of polygons in an emissive material, rendertime will go down a lot.
we're working on optimizing this.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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