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Need help for interior lighting

Posted: Wed Feb 18, 2009 6:46 pm
by metheny1001
Hi all,
I need your help to illuminate an interior: look at this model
Image


1. more than a room, all visible at the same time in a view (it's a showroom)
2. no windows to get light from
3. ceiling is variable from 3 to 8 meters high
4. there is not a specific project for the lighting (spotlight, diffuse etc)
5. I need to produce 15 views, 1920x1080 in about 36 hours (have a dual quad core and 8 Gb di ram)

I did this attempt:

1. only skydome, without the ceiling layer (It was added in postproduction). Very fast rendering, but the images are very flat.
Image

2. better material (a little bit more reflections) for a slight improovement.

3. all the ceiling mapped with an mxi image (like a lot of spot): interesting effect, but very very very very slow! maybe with a computer from NASA.

4. I tried to put a lot of lowpoly squares (10x10cm) with emitter material as spotlights across all the model (about 40 pieces). The effect is nice but need also a lot of time to calculate (12h per image).
Image

At this time I'm very confused ...
So, which is the best way to get the last image look (it's ok for me) but in 3-4 hours per image?

Thankyou! :shock: and sorry for my bad english...

Posted: Wed Feb 18, 2009 7:35 pm
by Bubbaloo
Everything looks miniature. Is the scale correct?

Posted: Wed Feb 18, 2009 7:37 pm
by polynurb
not sure if you can modify these ~40 low poly emitters to render any faster.. (you didn't use multilight did you???!!)

but it should help to slice/bool the scene up into the parts that are actually visible in the seperate renders, and just close any invisible openings with white walls, so you don't feed the entire model into maxwell every time.

Posted: Wed Feb 18, 2009 8:04 pm
by metheny1001
Bubbaloo: the scale is correct (meters)

Polynurb: multilight is inactive, but to slice the scene in multiple parts to render independently is probably a long work too (you have to manage settings, merged objects and so on for three or four times...).

Thank you for your reply!!

Posted: Wed Feb 18, 2009 8:48 pm
by Bubbaloo
It sounds like you might need to farm out these renderings. 15 in 36 hours is crazy! Doesn't leave you much time for scene setup.

Posted: Wed Feb 18, 2009 9:59 pm
by metheny1001
I know that is a bit crazy to achieve a good result in so little time, but a renderfarm is not an option at this time ($$$).

So, the question is: which is the best compromise quality/time in term of light setup for this kind of scene?

Skydome? Emitter? Both? Mxi? One large emitter? A lot of small one?

Cheers

Posted: Fri Feb 20, 2009 2:49 pm
by kami
I like the "only skydome" rendering. Sure, it's a bit flat, but it's neutral and it renders fast ... you could try to increase the contrast, but maybe some materials will become too dark then.

Posted: Wed Feb 25, 2009 7:25 pm
by metheny1001
Nobody else? :roll:

Posted: Wed Feb 25, 2009 8:02 pm
by jespi
Sorry but I think Maxwell is not the good choice for the kind of work you have to do in the time you must do the job. Less than two hour per render and 15 render, I didn`t waste the precious time you have and I would render with an unbiased renderer.

Posted: Wed Feb 25, 2009 8:40 pm
by Bubbaloo
jespi wrote:Sorry but I think Maxwell is not the good choice for the kind of work you have to do in the time you must do the job. Less than two hour per render and 15 render, I didn`t waste the precious time you have and I would render with an unbiased renderer.
+1

Posted: Thu Feb 26, 2009 9:03 am
by metheny1001
Ok, if there is no other way... ;(

Thank you for your effort!

Good render! :D

Posted: Thu Feb 26, 2009 10:36 am
by RenderFred
metheny1001 wrote:Ok, if there is no other way... ;(

Thank you for your effort!

Good render! :D
There is... another way (Gollum :))
-> (might not be as expensive as you think)