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Help with set up studio light.

Posted: Sat Aug 19, 2006 12:02 am
by jespi
Hello!
I´m a architecture student and now am doing practice in a architecture studio. We are working on the development of a building which is a cilindre. I´ve thought that is a good idea work in 3d to compose the facade, which is a type of mesh generated by different slats. This way permit me change the rhythm of the facade in real time.
To make this easy and fast, I´ve built a basic studio light to make the renders, but i don´t know if this studio light is good or there is a best way to make it and to improve the benchmark. Could someone help me and take a look at my scene? I´ll send you the file if you are interested.
Thanks in advance and here is basic render of the scale model.
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Posted: Sat Aug 19, 2006 12:06 am
by lebbeus
why don't you work at real scale?--then you could use physical sky/sunlight…

Posted: Sat Aug 19, 2006 12:16 am
by jespi
Hi lebbeus, i don´t use physical sky because i want simulate a real scale model because the images are for a competition proyect.

Posted: Sat Aug 19, 2006 1:20 am
by lebbeus
I don't quite understand the logic behind that, but OK :)
You could probably still get away with a sky dome and a key light…as for settings, I don't know--what are your lights set at now? Did you use one of the pre-made studio set-ups?

the arroway textures had a great cardboard texture that would look good for creating a topo model (someone posted a pic a while back but I can't remember who)

Posted: Sat Aug 19, 2006 1:55 pm
by jespi
Hello again lebbeus!. I´ll prove with a sky dome and a key light as you say. The studio which i using now is a custom studio not pre-made studio.
Here are the wireframe captures.

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Thanks for your help!

Posted: Sat Aug 19, 2006 5:02 pm
by jespi
Just a test:

First render: the same studio light as in the first post.
S.L:10; B.M:27.52; T:21.02 min

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Second render: the same +sky dome(intensity 2,color 250).
S.L:10;B.M:24.14; T:24,14 min

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As you can see the sky dome set up is more slowly than the first one, and in my opinion the quality of the first one render is better than the second one. Any ideas??.

Posted: Sat Aug 19, 2006 5:34 pm
by lebbeus
I think you need to bump up the power of the emitters.

What colors are you using for your materials? Are any RGB values over 200? Sticking with values of 200 (sometimes you can get away with 220) or below helps the noise clear.

Is part of the facade glass?--are you using AGS?

Posted: Sat Aug 19, 2006 6:10 pm
by jespi
Hi lebbeus, only two materials in scene. The ground plane material is a plastic ,first layer color 215 and roughness 99(weight map=85) and the second layer 153 and roughness 5(weight map=15) .The second material is for the building, grey(192)with roughness 99. Any thoughts??

Posted: Sat Aug 19, 2006 6:39 pm
by lebbeus
I'd use a lambertian material for the groundplane and the plastic for the model (but use lambertian for the color layer, not 99 roughness)…it's too dark, bump up the intensity of the lights, maybe 5000 lumens (??just a guess??)

what are your camera settings?

Posted: Sat Aug 19, 2006 6:57 pm
by jespi
Camara settings:
35mm, iso=400, shutter speed=25, f-stop=8
Intensity of the lights:
white light: 1440 watts, efficacy 100
color(orange) light: 10800 watts, efficacy 100.

Thanks a lot for your help lebbeus.
Now i´m making some tests, will see if the scene improve.

Posted: Sat Aug 19, 2006 8:36 pm
by Eric Lagman
One tip I can suggest is to do a low res render using multi-light so that you can see what intensity you want your emitters to be for a final render. I think the biggest problem you are having is like lebbus said about the intensity of your emitters. Also you might want to put an emitter behind your object and point it at your curved backdrop. This can provide contrast and drama to the lighting.

Posted: Sat Aug 19, 2006 9:47 pm
by Mihai
Make your backdrop much smaller, so it's just a little bigger than the camera view. Or perhaps slightly bigger if it interferes with lighting too much. Remember you get faster renderings if most of your scene is relatively contained to the camera view. If you want to render a tennis ball but make the backdrop the size of a football plane, you'll get slower renderings.

Posted: Sun Aug 20, 2006 2:00 pm
by jespi
Thanks a lot Eric and Mihai for your suggestion, i´m making the change that you´ve tell me. I´ll post the results.

Cheers :wink: .

Posted: Fri Aug 25, 2006 1:15 pm
by jespi
Hello again!. I´ve reduce the backdrop to the limit and the intensity of the emitter planes has been changed to 100 wattios. Same material in the scene. I think now the lighting is better than before but still bechmark is too much slowly(30). What do you think? Any thoughts?


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