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[WTA] Night Scene Lighting

Posted: Sat Dec 30, 2017 12:03 pm
by zinogino
I'm currently working on a short animation which requires a night scene as the following img attached.
I've placed several light sources in my area but the light takes forever to clean up and the spill is kinda weird.
Any pointers?

Re: [WTA] Night Scene Lighting

Posted: Sat Dec 30, 2017 4:41 pm
by promity
Try use pathtracer kernel and limit GI rays to 2.

Re: [WTA] Night Scene Lighting

Posted: Sat Dec 30, 2017 8:34 pm
by extralush
That's a lot of lights in a scene. You will need to be crafty with it.

Use Path Tracing instead of Direct Lighting.

The smaller the lights, the noiser and harder it is to render. Increase the size of your lights to something that you would expect to be a bit bigger than the light source.
lighting1.png
You can hide those lights from your camera using an Octane Object tag. Then you can add smaller ones that aren't very bright that just act as light geometry in your scene. There are a few ways to do this in compositing as well that may save time on your rendering. Just gotta be clever with it.
lighting3.png
The above example used spheres but real lights are generally cast in a specific direction. To get realistic light casting for things like bulbs, you will want to use IES lights. Cinema comes with a huge selection of them in your content browser. Just search for .ies in your content browser. It gives you a really nice, nonuniform light spill on the ground.
lighting2.png
One last tip, use an Octane camera and under the Camera Imager tab, check enable and reduce your Hot Pixel removal to something like 0.3. This will remove any fireflies (bright pixels that seems to show up randomly).

I've also attached the scene file.

Re: [WTA] Night Scene Lighting

Posted: Wed Jan 03, 2018 10:03 am
by zinogino
extralush wrote:That's a lot of lights in a scene. You will need to be crafty with it.

Use Path Tracing instead of Direct Lighting.

The smaller the lights, the noiser and harder it is to render. Increase the size of your lights to something that you would expect to be a bit bigger than the light source.
lighting1.png
You can hide those lights from your camera using an Octane Object tag. Then you can add smaller ones that aren't very bright that just act as light geometry in your scene. There are a few ways to do this in compositing as well that may save time on your rendering. Just gotta be clever with it.
lighting3.png
The above example used spheres but real lights are generally cast in a specific direction. To get realistic light casting for things like bulbs, you will want to use IES lights. Cinema comes with a huge selection of them in your content browser. Just search for .ies in your content browser. It gives you a really nice, nonuniform light spill on the ground.
lighting2.png
One last tip, use an Octane camera and under the Camera Imager tab, check enable and reduce your Hot Pixel removal to something like 0.3. This will remove any fireflies (bright pixels that seems to show up randomly).

I've also attached the scene file.

Thanks for the tips and scene file mate. Definitely helped, but cleaning up the lights still takes quite a long time.
Gonna find some ways to overcome this.