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Church Inerior pre-2.3 render test

Posted: Tue Aug 17, 2010 5:27 am
by vanlicht
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?

Re: Church Inerior pre-2.3 render test

Posted: Tue Aug 17, 2010 11:51 am
by vanlicht
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

Re: Church Inerior pre-2.3 render test

Posted: Tue Aug 17, 2010 1:28 pm
by radiance
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