Interior Scene Crowd Composite Lighting

I’m trying to composite an interior crowd scene. I’d like to render each figure separately or in groups with transparency so I don’t have to erase the background from each one. The problem is lighting. The building has natural light shining in through windows and skylights. This makes it impossible to hide it in order to get transparent backgrounds on the figures, because the figures are then lit as if they were outside. I was hoping that turning “visible in render” off would preserve the interior lighting, but no go. Any solutions/suggestions? Thanks!

Comments

  • ScavengerScavenger Posts: 2,674

    What render engine are you using?

  • fred9803fred9803 Posts: 1,565

    If all these people are close together you'll also have a problem with radiosity and the shadows cast on each other if you were to remove some to render others without them, and then paste the images back together. I'm assuming you want to do this beacuse your rig can't handle a scene with so many characters it it.

  • Sorry. Iray. 

    Scavenger said:

    What render engine are you using?

    Some figures are close together, and I was going to render them in groups for the light/shadow reason. My rig is actually pretty robust (2 x GTX 980 ti with 64 Gig RAM), and I'm using Loretta/Lorenzo Lorez figures in the far background, but yeah, rendering the entire scene in one pass is too much for it. I really wish we had the option to choose a figure in the scene and render it individually with the lighting intact...

    fred9803 said:

    If all these people are close together you'll also have a problem with radiosity and the shadows cast on each other if you were to remove some to render others without them, and then paste the images back together. I'm assuming you want to do this beacuse your rig can't handle a scene with so many characters it it.

     

  • CybersoxCybersox Posts: 9,296
    edited September 2016

    How many light sources and what kinds?  Depending on the camera angles you could put gobos on the light sources, render inside a set of shadowboxes or try rendering one light source at a time. 

    Post edited by Cybersox on
  • The light is from "sunlight" shining through windows and skylights (via HDRI), plus some emissive lights hanging from the ceiling. Gobos might work... I'll experiment. Thanks.

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