All posts relating to Maxwell Render 1.x
User avatar
By Ric_535
#40784
I am trying to render an interior

Here are my tests

Physical sky and Sun - default

Image

Shutterspeed - 1/30
ISO - 100
fStop - 8

Burn - 0
Gamma - 2.2

3 HOURS - SL14

_____________________________________________________


And -

SkyDome - 10 intesity
Emitter - 1000,000 W/sr (small poly in sky a distance away)

Image

Shutterspeed - 1/30
ISO - 750
fStop - 8

Burn - 0
Gamma - 2.2

10 HOURS - SL16/17 (forgot)

____________________________________________________


Basically i dont think the images have much contrast - changing monitor gamma doesnt help but saturate the images

Basically the settings above are good enough to get enough light in but i feel the images are washed out

I think i was having more success with interiors before the option of choosing bounces was taken away, i think there are maybe too many bounces! - surely the back (window) wall should be much darker than the side one - it is receiving too much light, the angle between the walls is hardly visable

What is a good solution for interior renderings?


thanks for listening

Ric
Last edited by Ric_535 on Wed Jun 29, 2005 6:03 pm, edited 1 time in total.
User avatar
By Mihai
#40788
Why have you set your burn to 0?

Check also your scene scale conversion (I say this with every post it seems), maybe Maxwell thinks your scene is bigger than it actually is.

To change contrast try playing with the iso and shutterspeed settings while it's rendering.

What it your wall color setting?
User avatar
By Ric_535
#40790
i set my burn to default until it starts rendering then i set it down to 0 otherwise it just looks washed out even more

The scene scale should be correct - mm and 0.001 multiplier

Have tried all dif combos of iso/shutterspeed/gamma settings during render - does nothing to help contrast just makes a darker or lighter image

Walls are complete white diffuse

I dont think i have seen an interior render with sunlight since the new beta has become available thinking about it - if you know whos done one please link me :)
User avatar
By Ric_535
#40792
adehus wrote:Also... is the room fully closed off (except for the window), or is it just two walls and a ceiling?
room is fully closed off except 2 windows - one in view one next to it out of view

Not sure in maxwell whether it is a good idea to double up and cross over polys (walls) like you have to in other renders to stop light leakage - havent done that in this case - just a cube
User avatar
By Mihai
#40793
don't set your walls to completely white, leave them at around 240-245 and render again. Also leave the burn at default, don't put it to 0. Wait until you reach sl 7 before making any changes. Up until sl 7 your pic will look to bright, but after that it will look more realistic, both the main image and the small preview.
User avatar
By Ric_535
#40797
Mihai Iliuta wrote:don't set your walls to completely white, leave them at around 240-245 and render again. Also leave the burn at default, don't put it to 0. Wait until you reach sl 7 before making any changes. Up until sl 7 your pic will look to bright, but after that it will look more realistic, both the main image and the small preview.
Will try it out :)

Shame about the black dots in the preview window still - hoping for next patch ;)

Will post results
User avatar
By Aldaryn
#40799
Yup, dont set the burn value to 0, or not even near to it! :) It will create a washed out, dull image when bright light are involved.
Instead of adjusting your burn value, to get rid of bright burn out areas, try shutter speed, or film ISO changes.
Maxwell has a really nice color mapping method, and burn is essential.
User avatar
By Ric_535
#40800
Aldaryn wrote:Yup, dont set the burn value to 0, or not even near to it! :) It will create a washed out, dull image when bright light are involved.
Instead of adjusting your burn value, to get rid of bright burn out areas, try shutter speed, or film ISO changes.
Maxwell has a really nice color mapping method, and burn is essential.
Ok rendering again with 0.5 burn :)
User avatar
By Ric_535
#40806
im using 0.5 cos next limit said in the readme that 0.8 which is the default may be a bit too high

i'll see how its turns out with 0.5 to start and adjust it accordingly
User avatar
By 4 HeRo
#40813
As a rule for me i never use Burn or gamma, i just leave them as is.
I use the camera with fstop 8 and shutter between 15 and 125, depending on how much light enters the room...

Hope this helps in some way
User avatar
By oscarMaxwell
#40817
Mihai Iliuta wrote:don't set your walls to completely white, leave them at around 240-245 and render again. Also leave the burn at default, don't put it to 0. Wait until you reach sl 7 before making any changes. Up until sl 7 your pic will look to bright, but after that it will look more realistic, both the main image and the small preview.
This is true. Apart from not using burn 0 ( you'll never burn your image and you lose your contrast ), is VERY important to avoid high reflectances, for the following reason: with high reflectances you force photons to bounce and bounce and bounce... first, you are loosing contrast because you are expanding more uniform all energy, loosing space for intensity variations, i.e contrast, and second you are increasing render time ( is similar to render inside a box of mirror ). 240 is still very high, i'd try to be below 70% white in diffuse materials.

I hope it can help you.

Best regards.
User avatar
By jomaga
#40826
Think about common (measured) reflectances in real world:

White (very white) glossy paper : Reflectance 88% --> 224
White mate paint : Reflectance 81% --> 206

You should´nt rise this 224 reflectance, very few materials have higher reflectances in real world.
Oscar is right, reflectances avobe this number increase rendering time and produce results far from reality.
User avatar
By Ric_535
#40829
oscarMaxwell wrote:
Mihai Iliuta wrote:don't set your walls to completely white, leave them at around 240-245 and render again. Also leave the burn at default, don't put it to 0. Wait until you reach sl 7 before making any changes. Up until sl 7 your pic will look to bright, but after that it will look more realistic, both the main image and the small preview.
This is true. Apart from not using burn 0 ( you'll never burn your image and you lose your contrast ), is VERY important to avoid high reflectances, for the following reason: with high reflectances you force photons to bounce and bounce and bounce... first, you are loosing contrast because you are expanding more uniform all energy, loosing space for intensity variations, i.e contrast, and second you are increasing render time ( is similar to render inside a box of mirror ). 240 is still very high, i'd try to be below 70% white in diffuse materials.

I hope it can help you.

Best regards.
_______________________________________
jomaga wrote:Think about common (measured) reflectances in real world:

White (very white) glossy paper : Reflectance 88% --> 224
White mate paint : Reflectance 81% --> 206

You should´nt rise this 224 reflectance, very few materials have higher reflectances in real world.
Oscar is right, reflectances avobe this number increase rendering time and produce results far from reality.
This is very intersting stuff - explains exactly why my images are so washed out! Thanks
User avatar
By Ric_535
#40837
adehus wrote:Ric-

Here's an interior with sunlight that I've been working on... it's got alot of problems at this point (which is why I haven't posted it yet) but I don't think that excessive brightness is one of them... done with beta.

love the bright sun you've got going there nice work! keep us posted on that
User avatar
By Fritz
#40842
Ric_535 - Here's an un-retouched image I've been working on - some sunlight is finally making it's way into the space, but Mihai's advice is to keep overall scene size small, which I'll follow in my next model;
Mihai Iliuta wrote:You will get much faster sunlight through windows if you use a smaller outside plane. Make it almost the same size as the building. There is a current issue with the total scene scale and caustics.
Image

Going on 36 Hours and have not quite cracked 20 samples yet...
Sketchup 2025 Released

Thank you Fernando!!!!!!!!!!!!!!!!!!!!!!!!!!! hwol[…]

I've noticed that "export all" creates l[…]

hmmm can you elaborate a bit about the the use of […]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]