any way for lightinig my scene

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manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

hello,
i usually render interior scenes.
i notice that when i don't put a celling on my scene , the scene renders much faster and far more better, the final results are more accurate color wise.
THIS are few images , the 2 LAST are with celling and emitters lights and the 2 FIRST are with no celling and no emitter lights at all.
can i get the same results with some emitter light technique ??
THANKS
Attachments
NOCELL2.jpg
NOCELL1.jpg
HDRANDEM2.jpg
HDRI AND EMITTER
HDRI AND EMITTER
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
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Refracty
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Location: 3D-Visualisierung Köln
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Good work,
you could improve it by adding stronger light sources or daylight.
Now the lighting looks a bit flat like outdoor with coluds.
But the texturing and details are really nice.
Well done.
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

Thanks, but I don't know if I made my point ?
Im trying to find a technique to light interior scenes more officiant .
It is obvious that the 2 first images are better in every terms, although I used the same materials.
I realized that when I don't use a calling, the environmental light, lights better the scene and much more faster, but that is not always possible ( no ceiling ) .
Can anyone suggest some way to make the same results (as the two first images) or just about the same ?
And yes I get allot of flat images , just if the photos where taken in a cold day and whith clouds, I tried to use images as backgrounds but I get strange results ( photos don't give enough light and if I increase the gamma I get a fade out image for background)
Please any suggestions
Thanks.
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Nice images ;) . How many windows do have to let environment light into scene.
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

No windows , no cealling at all.
Thanks
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

No windows no cealling on two first images , Sorry
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
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Refracty
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manos wrote:No windows , no cealling at all
That is a bit confusing. No cealling means open space above. No windows means closed wall.
I think you should zoom out to show about the environment and building openings/emitters.
Then we might help you better.
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

this is it.
by the way i'm not using nodes, is there a tutorial about them ?
in the octanes manual there is only a small reference about nodes.
i don't know what are the benefits of working with nodes and i would like to learn more about them.
i only use them for ies lights (texture emitters).
Attachments
nocell.jpg
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
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Refracty
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I see. I think you should really go back and restore the surrounding. You should integrate windows or emitters.
You could try to use portals to speed up rendertime with the ceiling ontop. Or try to remove one wall only.
telemmaite
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Joined: Tue Jun 01, 2010 7:50 am
Location: Sofia,Bulgaria

Pathtracing algorithms are always working best with open environments because the rays are shot from the camera and try to find the light sources. The more open space the easier it is to find a light source. However as this is unbiased photo-realistic render you will get far from realistic renders by using this technic.
i5 2500K 4.7Ghz | Ram 4GB 1600mhz Kingston | Palit GTX 470 | Win7 64x | Octane with Blender 2.59
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