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Re: Interior Lighting and shadows through windows
Posted: Tue Nov 26, 2013 5:13 pm
by KyriakosCY
That's a great idea mib2berlin! As I do not have the full version (yet) I cannot save my current scene so I will send the obj as you said... This is a model from Maya which was assigned with MIA Mental Ray Materials that I cannot use in Octane so I just assigned the textures to various Octane materials... I will post the files ASAP once I finish work... Cheers for the suggestion..!
Re: Interior Lighting and shadows through windows
Posted: Tue Nov 26, 2013 7:24 pm
by KyriakosCY
Hi,
I have exported the model as .obj and included the textures in a separate folder. Sorry about the Maya names for the materials but I exported it without modifying it at all other than removing some items... I hope this is not a problem... Thanks for taking the time to help me out..! Much appreciated
This community forum is probably the best part of the whole Octane Package...!
Re: Interior Lighting and shadows through windows
Posted: Tue Nov 26, 2013 9:59 pm
by mib2berlin
Hi, I think you use a environment map to light the scene, this emits not enough light.
I use sunlight and a background map for the street and add a big emitter behind the camera to add more light to the scene.
DL diffuse render kernel, render time 1 minute.
Cheers, mib.
Re: Interior Lighting and shadows through windows
Posted: Tue Nov 26, 2013 10:27 pm
by KyriakosCY
Cool..! That looks really good, amazing for 1min render! I may have forgotten to mention this but the first images I rendered were not using an environment image, the other houses in the street were actual geometry and I removed them from the obj when I exported it... I only used the sunlight with the map coordinates set for my location which I am trying to simulate.
So you believe that I should be adding an emitting panel behind the camera to boost light..? Will this affect realism of light path and shadow casting? Im currently rendering the scene at a very low resolution using the PT kernel @ X8 for a total or 20K samples and it is estimated to take 1:20hrs on my iMac's GTX680... I have not tried it on my GTX780 yet...
Re: Interior Lighting and shadows through windows
Posted: Tue Nov 26, 2013 10:58 pm
by mib2berlin
The hardest thing for a render engine is a room with one window,
you can help the engine with extra lights.
The emitter is nearly as big as the wall behind the camera to lit the dark areas, front of sofa for example.
It helps also for PT kernel but as you see DL diffuse is also realistic.
Remember, this is 1000 samples and I think with 2000 it is really clean.
20000 is way to much for such a scene.
I can send you the Octane file tomorrow , you cant save but you can open an .ocs file.
Cheers mib.
Re: Interior Lighting and shadows through windows
Posted: Wed Nov 27, 2013 6:16 pm
by KyriakosCY
Hey that sounds great..! I look forward to testing out this scene when you send me it.. I am using PT and PMC as I want photo real results... do you believe that DL can produce absolute photo real results...?
Re: Interior Lighting and shadows through windows
Posted: Wed Nov 27, 2013 8:11 pm
by mib2berlin
Here you are.
I think you can get really good results with DL, find out what is PT and what is DL

:
http://render.otoy.com/forum/viewtopic.php?f=5&t=36610
Cheers, mib.
Re: Interior Lighting and shadows through windows
Posted: Wed Nov 27, 2013 9:49 pm
by KyriakosCY
Hey thanks for that, i will try it out as soon as possible... Quick question that may sound stupid... Many people are talking about DL Diffuse & DL AO, are these separate kernels or are they the DL one with setting tweaks... I do not have these in the demo thats why I am wondering about them...?
Re: Interior Lighting and shadows through windows
Posted: Wed Nov 27, 2013 10:03 pm
by KyriakosCY
That was actually stupid question

I found the answer by messing about with the kernel settings...
Re: Interior Lighting and shadows through windows
Posted: Wed Nov 27, 2013 10:51 pm
by KyriakosCY
I was rendering a test scene I quickly setup, and I wanted to finish my troubleshooting before I loaded the test scene you sent me as I could not save what I was working on... I thought it might be beneficial to upload a comparison of the scene rendered with both Kernels that we have been talking about...