Hello all, I will be posting my work here as I progress hoping to get feedback on how I can improve on what I am working on.I know this is a game oriented forum but I am hoping that ppl here can help when it comes to materials and lighting since game devs understand it better and techniques involved.
This is the first shot so far.Will be posting improvements as I progress.
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Pls,does anyone know what might be causing the light under the desk?It is supposed to be completely dark.I have tried everything,googled.The scene has a daylight system with a sky portal light for the window.
You also asked for help with your materials. Nothing reads correctly. Might be the lighting (as there is a ton of bounce light and no establish mood yet) and it might be the materials. If you don't mind posting some screens of individual assets/ texture flats we could get a better idea of your materials. Asking for material crit isn't very conducive when the only camera angle is on the floor.
I am still fine tuning the materials.I intend to do a lot of compositing with the rendered shots once I am done with it.Most times the raw renders don't look very photorealistic. Compositing would go a long way in making it look 100% better.
"The light under the desk is from the light rays bouncing from the light on the books on the floor"
Thats not how it works, theres light everywhere in your scene, just the books are directly illuminated there
on your second pic you have a strange illumination under your desk however that looks like some sort of gamma or material issue, at the first pic there are all
those strange circular noise patterns, somethings wrong there and it shouldnt be GI
This will take its black diffuse and darken out that area.
You'll get the result you want; for more info on this technique i'd recommend you read up on how photography light and setup scenes to achieve a desired result especially using things like bounce-boards and lighting tricks.
I can't believe I have spent a whole full day trying to fix this problem with no solution or improvements.Is this why ppl don't use mental ray?
Try not to rely on a skylight system, your putting too much faith in achieving a good result on something with little control. Mental Ray can be just as powerful as any other render engine with the right results, instead try using a dome light to evoke light in the entire scene, and then directional lights coming in from the window.
Then I saw this vid on youtube:
[ame="http://www.youtube.com/watch?v=fRObjsxrJzs"]Interior scanline render1 by Kyo3D 2010 - YouTube[/ame]
So I imported the models into a new scene and then started playing around with the scanline renderer using only direct and omni lights and that light was still showing under the desk. After I increased the shadow map samples of each light, it went away.So I opened the file with the scene in mental ray and reduced the shadow samples and the softness of the daylight system to 0 and tried rendering with mental ray.Its still there.
Maybe its actually bounce light from the floor??I might have to delete this shot or maybe go with corona.I can't believe I have spent three full days, playing around with settings.This sucks!!I might try out the technique used in this video.I will probably have to learn and read up on global illumination,bounce light and color bleed. Why does mental ray have to suck so much?
Concerning your light leak under the desk, I'm pretty sure it come from your GI/FG settings. There is no point to increase or decrease quality settings on the fly with no clear understating of what you are doing. If I'm right about that, the light leak appears fore some scale issues. Double check the scale of your scene, if you're using Maya, then the default unit is cm, so a good idea is to make sure that the distance between the floor and the ceiling is about 270 cm. Try to render your scene with the right scale and default FG settings, then, if the artefact still there, increase the scale of your scene.
I tried it with corona and it rendered fine.I noticed when fg is being computed,I can see the area under the desk completely darken the way it should be,when it starts rendering that's when it becomes incorrect including my materials.I am wondering if this is a bug that comes with the version of 3dsmax I am using.
Post your render setting, and you should be able to fix your original problem.
Phewww!!!Finally fixed it.I now know how to use Mental ray to a considerable extent now. I still need to fix the blotches. turns out when u have tight edges and they are far from the camera,u have to fiddle with a lot of parameters to get it to recognize those details.
I have already moved away from this to creating other scenes.Mental ray is quite tricky with interiors with a lot of tiny detailed edges.There are tiny splotches which I can easily fix now.
Any thoughts?Also can one be able to batch render using Video post in 3dsmax with a render farm?
Still very WIP. Gonna add more assets in.
https://www.youtube.com/watch?v=oWY4gtLG8sY
His Unreal-Engine Forum Thread for anyone interested:
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
Most times,its all about the compositing. If u are good at compositng, ur final work will always look better than the raw renders. From koola's thread, u can figure out it's all about the post processing parameters. For me, I intended to use AE to tweak the captured cinematic from UE4 using matinee.
These were still wip. But I decided to abandon it. What I have always loved about game engines is the fact that rendering for hours is non existent. I am guessing with these vids from koola, a lot of archviz companies might start looking into employing ppl familiar with game engines.
Currently working on this.
Update: