In this scene, I have a single distant light coming through the window (meant to be sun), but how do I get the interior to be lit by bounced light as it normally would be? It seems to only know how to do the direct light.
Using the 3Delight renderer you'll have to fake it. By using non-raytraced lights you can get light which works through walls, allowing you to position distant lights to fill in the gaps you want. Alternatively, you can use UberEnvironment to provide an ambient light, or even get the bounce GI light using it. However, one thing to beware of is that Bounce GI using UE lights can REALLY amp up the render times. And I mean a lot. One render which took less than 10 minutes normally can take over eight hours with Bounce GI.
Though that's just my own experiences. Luxrender automatically does bounce light since it calculates light based on real world physics.
Using the 3Delight renderer you'll have to fake it. By using non-raytraced lights you can get light which works through walls, allowing you to position distant lights to fill in the gaps you want. Alternatively, you can use UberEnvironment to provide an ambient light, or even get the bounce GI light using it. However, one thing to beware of is that Bounce GI using UE lights can REALLY amp up the render times. And I mean a lot. One render which took less than 10 minutes normally can take over eight hours with Bounce GI.
Though that's just my own experiences. Luxrender automatically does bounce light since it calculates light based on real world physics.
hmm.. Don't really like the Uber envrinoment light. It gives those weird mottled shadows. The first is my scene with the UE base added, so you can see what I mean.
and this second picture is what you get when you add bounce GI to the UE base (not good). She looks like she's got light inside her!
For UE you need to adjust things dramatically...starting with using one of the preset quality settings...3x or 4x. Then there are some settings under the advanced render settings that need to be tweaked.
Don’t really like the Uber envrinoment light. It gives those weird mottled shadows
It only does that because your sampling rate is far too low. You need to find out how to use UE, lighting is a very complex matter, and you wont learn it overnight. You need to go to the Parameters pane with Uber selected in the Scene pane, and turn up the Occlusion Samples to at least 200, that should get rid of the mottling.
Use the 4x quality setting (there's a preset for it in the same folder as the Ue2 base) and turn the intensity down to 20% or so so in Parameters it isn't so bright.
Don’t really like the Uber envrinoment light. It gives those weird mottled shadows
It only does that because your sampling rate is far too low. You need to find out how to use UE, lighting is a very complex matter, and you wont learn it overnight. You need to go to the Parameters pane with Uber selected in the Scene pane, and turn up the Occlusion Samples to at least 200, that should get rid of the mottling.
Use the 4x quality setting (there's a preset for it in the same folder as the Ue2 base) and turn the intensity down to 20% or so so in Parameters it isn't so bright.
Uberenvironment can give super results, but it is not really a new user light set, so you have done really well to get it working correctly.
Keep at it, lighting is probably the single most important part of a scene, and it takes a while to get it right. It is worthwhile spending a bit of time finding out all you can about lighting, it can make a massive difference to an image. Well done.
Uberenvironment can give super results, but it is not really a new user light set, so you have done really well to get it working correctly.
Keep at it, lighting is probably the single most important part of a scene, and it takes a while to get it right. It is worthwhile spending a bit of time finding out all you can about lighting, it can make a massive difference to an image. Well done.
thank you. Do you know of a basic tutorial on UE? I looked at the vid on the omnifreaker wiki, but it can hardly be called "basic" - it doesn't explain maps, HDI etc and takes a lot of knowledge for granted.
If yiou have an issue with a term, like HDR then best thing to do is Google it as all us here that help are volunteers and we would be here forever explaining every single term. HDR is a complicated affair but in simple terms it mean High Dynamic Resolution for which UE2 extracts the ligthing information that is inbedded in the HDR to light the scene.
There are others I'm sure, but for things like HDRI you can use the wikipedia pages as well, it will give you an idea of what it is all about. If you have any specific questions about lighting post them here.
If yiou have an issue with a term, like HDR then best thing to do is Google it as all us here that help are volunteers and we would be here forever explaining every single term. HDR is a complicated affair but in simple terms it mean High Dynamic Resolution for which UE2 extracts the ligthing information that is inbedded in the HDR to light the scene.
There are others I'm sure, but for things like HDRI you can use the wikipedia pages as well, it will give you an idea of what it is all about. If you have any specific questions about lighting post them here.
Comments
Which program? Renderer?
Current scene/light setup?
Using the 3Delight renderer you'll have to fake it. By using non-raytraced lights you can get light which works through walls, allowing you to position distant lights to fill in the gaps you want. Alternatively, you can use UberEnvironment to provide an ambient light, or even get the bounce GI light using it. However, one thing to beware of is that Bounce GI using UE lights can REALLY amp up the render times. And I mean a lot. One render which took less than 10 minutes normally can take over eight hours with Bounce GI.
Though that's just my own experiences. Luxrender automatically does bounce light since it calculates light based on real world physics.
hmm.. Don't really like the Uber envrinoment light. It gives those weird mottled shadows. The first is my scene with the UE base added, so you can see what I mean.
and this second picture is what you get when you add bounce GI to the UE base (not good). She looks like she's got light inside her!
For UE you need to adjust things dramatically...starting with using one of the preset quality settings...3x or 4x. Then there are some settings under the advanced render settings that need to be tweaked.
It only does that because your sampling rate is far too low. You need to find out how to use UE, lighting is a very complex matter, and you wont learn it overnight. You need to go to the Parameters pane with Uber selected in the Scene pane, and turn up the Occlusion Samples to at least 200, that should get rid of the mottling.
There is also a Help icon available in the same content panel, it takes you here : http://www.omnifreaker.com/index.php?title=UberEnvironment2
Use the 4x quality setting (there's a preset for it in the same folder as the Ue2 base) and turn the intensity down to 20% or so so in Parameters it isn't so bright.
AHH! I had no idea it had settings!
Thanks for this guys!
Here's a render after following your advice :)
Uberenvironment can give super results, but it is not really a new user light set, so you have done really well to get it working correctly.
Keep at it, lighting is probably the single most important part of a scene, and it takes a while to get it right. It is worthwhile spending a bit of time finding out all you can about lighting, it can make a massive difference to an image. Well done.
thank you. Do you know of a basic tutorial on UE? I looked at the vid on the omnifreaker wiki, but it can hardly be called "basic" - it doesn't explain maps, HDI etc and takes a lot of knowledge for granted.
You can find a lot of useful info in Adam's thread here http://www.daz3d.com/forums/discussion/306/ the UE2 thread is here http://www.daz3d.com/forums/discussion/5320/
Yes everything has settings. LOL
If yiou have an issue with a term, like HDR then best thing to do is Google it as all us here that help are volunteers and we would be here forever explaining every single term. HDR is a complicated affair but in simple terms it mean High Dynamic Resolution for which UE2 extracts the ligthing information that is inbedded in the HDR to light the scene.
Here's one at RDNA
http://www.runtimedna.com/forum/showthread.php?45437-How-to-use-UberEnvironment2-with-your-own-HDR-pictures&p=466155
Another one on Youtube :
http://www.youtube.com/watch?v=-Wzjap4gSSA
There are others I'm sure, but for things like HDRI you can use the wikipedia pages as well, it will give you an idea of what it is all about. If you have any specific questions about lighting post them here.
This is an older one by Maclean, but still very useful : http://digilander.libero.it/maclean/DStutorial.htm
EDIT:
XPost Pete, tokk me forever to get the links :)
thanks SO much guys. This forum reallt is awesome! People are so helpful.
I struggled with DS for ages before I found this place! Now I am learning SO fast :)
Yea there are lot of helpful people around here and a lot of threads Stuck at the top of each forum section that have loads of good info too.
Long time coming I know but check this out: Reflective Radiance for 3Delight