S. Houtzager Posted July 25, 2013 Report Share Posted July 25, 2013 Hey, Feast your eyes on this interior rendering. https://dl.dropboxusercontent.com/u/5048027/ww.png It is done with 2 area lights in the ceiling, 1 sun light, and photons galore. Always get this glare on the desktop and floor which are reflective, i know the floor is. I can get rid of it by turning off the sun but I really need the sun. I turned the saturation of the maps way down but still have glare. Turned down the sun to .8 and still get it. Gave gamma 2.2 a go. Here is the file to take a look at (please dispose after looking at) https://dl.dropboxusercontent.com/u/5048027/WWcollect.zip (some texture maps were removed after the collection). thanks! Quote Link to comment Share on other sites More sharing options...
Tomas Egger Posted July 25, 2013 Report Share Posted July 25, 2013 Ola Steven! The link is not working for me :( Thanks Tom Quote Link to comment Share on other sites More sharing options...
Thomo Posted July 25, 2013 Report Share Posted July 25, 2013 Hi, Have you tried "shaping" the light with graphs. Assuming you are using quadratic drop-off you could try to balance with the "light to ref%". But probably more so in the customise tab you might try to customise the direct illumination. Basically push or pull that hot spot to where you want it and then give it some dropoff with a light to ref% and or bias. Maybe "customise the direct" for the sun, shape it so it is a more even spread of light and then "pull up" the light to ref distance from the ceiling to the floor to maybe 85%. I haven't looked at the file (got my own nightmares here right now. :-) ) but I think the key to fix it is in the customise tab! Gamma 2.2 you would have to "fix" any maps with texture filter or another of the same layered on top set to multiply. That's within EIAS. Hope that helps, Quote Link to comment Share on other sites More sharing options...
S. Houtzager Posted July 25, 2013 Author Report Share Posted July 25, 2013 Here it is. https://dl.dropboxusercontent.com/u/5048027/WWcollect.zip Quote Link to comment Share on other sites More sharing options...
fantomaz Posted July 26, 2013 Report Share Posted July 26, 2013 Hi Steve, personally i like your picture a lot! For me its not too washed out, because in reality you often have this effect of overexposure or washout or something similar. Of course when you or customer dont like this kind of detail, you have to do something against it. But i would definitely be happy (as a customer) when my '3Dpicturemaker' (often heard this word from customer) can provide these images. Here are some samples of similar effects: http://www.wikiartis.com/le-corbusier/werke/villa-savoye-innenraum/ http://www.carusozrahmen.ch/content/innenraum.jpg http://us.123rf.com/400wm/400/400/roseburn/roseburn0910/roseburn091000035/5703627-3d-rendering-innenraum-aus-einem-wohnzimmer.jpg http://www.olafgutmacher.de/media/gallery/AltRathenow/Innenansicht%20Dachgeschoss/DG1.JPG Alex Quote Link to comment Share on other sites More sharing options...
GeordieJames Posted July 26, 2013 Report Share Posted July 26, 2013 Steve I'm with Alex on this, you shouldn't be afraid to allow such dynamism within your imagery. I've fought long and hard trying to get that perfect balance and in the end, when achieved, it just looks overly good...which makes it seem fake. Its a bit like HDR imagery - sometimes it's so well exposed everywhere that it just looks odd. Whilst I don't think I've quite achieved it yet I'm always looking to create imagery that has the feel of a professional photographer and its amazing how often they push areas within an image to accentuate others. But of course 'the customer is always right' so if you have to reduce it then the customise features should enable you to do that. Cheers James Quote Link to comment Share on other sites More sharing options...
S. Houtzager Posted July 26, 2013 Author Report Share Posted July 26, 2013 Good insights James and Alex. Some glare is normal. The snaps you linked had a "white glare" and I have a yellowish glare. Any ideas on how to whiten that? Quote Link to comment Share on other sites More sharing options...
fantomaz Posted July 26, 2013 Report Share Posted July 26, 2013 If your output are stills, i would do it in PS, when these are animation i think AE would do the job or Apples Motion/FCPX with color correction. Specular setting is also a place where to look at, in EI of course.... Alex Quote Link to comment Share on other sites More sharing options...
S. Houtzager Posted July 26, 2013 Author Report Share Posted July 26, 2013 Don't see how I could color correct it in PS or AE as the glare color is so similar to the surrounding color. The specular is set to white so that is good to go. It seems like it is due to fact that in that area the sunlight and area light in the ceiling intersect and they are not playing well together. Quote Link to comment Share on other sites More sharing options...
S. Houtzager Posted July 27, 2013 Author Report Share Posted July 27, 2013 Figured it out. The two area lights up front were overlapping too much. Now I need a way to light large stores without overlap. Thanks for the assistance. Quote Link to comment Share on other sites More sharing options...
Thomo Posted July 27, 2013 Report Share Posted July 27, 2013 Like lots of fluro lights? for a large store. Light object? Can be lengthly to render time wise initially but once you have the photon map it is fast. And more real. Be sure to set your distance to reference for the light source. Best results from the correct settings. So the light is an object, or lots of fluro light objects (as an object). Area light set to object. Distance to point of interest is critical. Quadratic again. Drop-off etc. Nice and easy for lighting big areas, once you have the photon map. Another one is a map on a big area light but I find it harder to control. Works well with glows though. Colour etc. Quote Link to comment Share on other sites More sharing options...
Tomas Egger Posted July 28, 2013 Report Share Posted July 28, 2013 Ola everybody! Don't forget, use low poly light objects, since Camera use each face polygon as an small area light ;) Thanks Tom Quote Link to comment Share on other sites More sharing options...
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