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How to increase the "light" inside this house?. (Architectural scene).

7 ANTWORTEN 7
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Nachricht 1 von 8
Anonymous
587 Aufrufe, 7 Antworten

How to increase the "light" inside this house?. (Architectural scene).

Now the problem is located in the visualisation of the interior from the exterior and through the windows...How should I proceed in order to achieve a better illumination of this interior from the exterior?.

Should I add some kind of light or increase some kind of bounces through some tweak of any parameter?.

In these captures the glass parameter of Thin_wallet wasn't checked so the quality of this architectural glass wasn't good enough. :leicht_lächelndes_Gesicht: :

1668-more-bounces.jpg

1669-more-bounces2.jpg

1670-more-bounces-with-thin-wallet.jpg

Now I can see inside the house but I think would be good if we could see more light inside, by what I've studied years ago when I used vRay, some kind of parameter could increase the light inside the house, couldn't it?.

Best regards.

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Nachricht 2 von 8
lee_griggs
als Antwort auf: Anonymous

Have you disabled Opaque for the glass geometry? What does it look like if you increase Diffuse Ray depth above 1?

Lee Griggs
Arnold rendering specialist
AUTODESK
Nachricht 3 von 8
Anonymous
als Antwort auf: Anonymous

Hello Lee.

Thank you.

Yes, I unchecked all the "opaque" checkbox in all the glass geometry.

Is the Dffuse Ray depth good enough with the 8 value?

1675-more-bounces.jpg

And I notice that there were three windows on the roof (ups, this was my error again) , hence more direct illumination should pass through them and fill the interior with light but...

1676-with-all-the-geometry-transparent100.jpg

The light hits the interior but doesn't bounce and doesn't illuminate the interior.

It's like if there were no secondary illumination, indirect illumination...

Which render settings would you recommend me?. Maybe this is where I have the problem.

Thanks in advance.

Nachricht 4 von 8
lee_griggs
als Antwort auf: Anonymous

Those ray depth settings are way too high. Your render times will go through the roof. I would put that back to their default settings. I am guessing it is correct. If there are no lights inside the house then it would be quite dark.

Only enable Thin Wall if the windows are single sided. If they have thickness then disable Thin Wall. Are you using the Glass preset for Standard Surface?

Lee Griggs
Arnold rendering specialist
AUTODESK
Nachricht 5 von 8
Anonymous
als Antwort auf: Anonymous

Hello!.

Good news by one part and "bad" news by the other:

The glasses are simple planes and I left all as you see. But I thought in the Portal lights: how do portal lights work in Arnold?. Well, maybe they make easy to pass the light through the holes and not only for a faster denoising (like in Corona renderer) hence I added a portal light in every hole/window with its glass and "volià": all the interior zones have been well illuminated but , where did the shadows go?:

1677-with-light-portals.jpg

I can't see almost any shadow. Hum...

The aiSkyDomeLight and aiPhysicalSky settings:

1678-aiskydome-settings.png

1679-aiphysicalsky-settings.png

By the way, are the light portals well placed(some are placed a bit separated in the outside?. Is this strategy good (one light portal per hole/window)?.

If I can keep the shadows in the exterior and the internal illumination like this, will make my day!. :leicht_lächelndes_Gesicht:

Thanks in advance.

Nachricht 6 von 8
Anonymous
als Antwort auf: Anonymous

@jorari71

Did you check the transmission AOV? If you are planning to composite this shot. i would suggest using transmission Aov to amplify the lighting inside. *Considering it does not have much noise.

Or,

you could try adding some light source, say a lamp. Because even in real world situations the scene would be dark on the side of the glass that has less Direct lighting.

Nachricht 7 von 8
lee_griggs
als Antwort auf: Anonymous

Try enabling caustics for the glass shader.

Lee Griggs
Arnold rendering specialist
AUTODESK
Nachricht 8 von 8
Anonymous
als Antwort auf: Anonymous

Simply creating a good glass material and unchecking the "opaque" feature into the Arnold geometryshape attribute the glass was got.

Thank you for your help because a week ago I was really "lost" in Arnold and now I don't have problems with the glasses.

The tip of the portals helps too. Although I need to do some tests till leave it completely clear. :leicht_lächelndes_Gesicht:

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