Tips for light interiors.

Hi friends.

I continue with my learning. I have many difficulties to illuminate an interior scene , plus they are extremely slow to render in iray . Sometimes I have very dark and slow scene. Other times are overexposed scenes. Will you have some general advice? I activated the architectural sampler, turn off lamp and room have windows for exterior lightsad.

By the way, I have to resign myself to slow renders in interior scenes, that are true crying?
 

Comments

  • fred9803fred9803 Posts: 1,564

    How are you trying to light your scene? From the inside or outside? What sort of light/s are you using? You could read this link.

  • Its dream restaurant.

  • fred9803fred9803 Posts: 1,564
    edited September 2015

    I would make the glass on the big circular window a quite strong light emmiter with a colour of about 6700. You also might need to add another soft fill light somewhere so the scene has some more even light.

    Some people have a thing about using mesh lights for Iray but they work pretty good IMO.

    Post edited by fred9803 on
  • ToborTobor Posts: 2,300

    You should put the strong light -- it can be a 10 meter wide spotlight -- *outside* the main window. That way the light will shine through the panes of the glass more realistically than if you make the window itself an emitter. As shown in the promos, the scenes with the shadows cast by the window framework add a natural realism. You are right in using the Architectural filter. This type of scene (indirect lighting) is what it's for.

    Still, this set looks like it was designed for 3DL lighting area, which has  different mechanics. In Iray, environment lights do not penetrate walls and ceilings, but you can get much of the same thing if you can temporarily hide the ceiling and one or more walls. See if you can select any of these as separate geometries. You can then add a natural looking environment light using an HDRi. You're looking for the quality of the light, not the backdrop image. It doesn't matter what the HDRi depicts.

    It would be best if you could post some examples of your renders.

  • How are you trying to light your scene? From the inside or outside? What sort of light/s are you using? You could read this link.

    Thanks for the link!

  • Tobor said:

    You should put the strong light -- it can be a 10 meter wide spotlight -- *outside* the main window. That way the light will shine through the panes of the glass more realistically than if you make the window itself an emitter. As shown in the promos, the scenes with the shadows cast by the window framework add a natural realism. You are right in using the Architectural filter. This type of scene (indirect lighting) is what it's for.

    Still, this set looks like it was designed for 3DL lighting area, which has  different mechanics. In Iray, environment lights do not penetrate walls and ceilings, but you can get much of the same thing if you can temporarily hide the ceiling and one or more walls. See if you can select any of these as separate geometries. You can then add a natural looking environment light using an HDRi. You're looking for the quality of the light, not the backdrop image. It doesn't matter what the HDRi depicts.

    It would be best if you could post some examples of your renders.

    I took your tip. It is better image, but I feel something is missing... 

    restaurant.jpg
    793 x 446 - 368K
  • ToborTobor Posts: 2,300

    Thw window is the main focal point, but there's nothing interesting outside it. The promos have it washed out with light, and also shot at an angle. 

    Maybe copy the camera (so you ha ve the original to go back to), and then in the new camera start moving it around to try different compositions. I'd put the window in the left or right, not straight on dead center, and maybe put some more light through it. That's just my opinion though.

    (A small thing I'd personall change: there's no detail in the chairs. There are so many of them that they become major scene elements, but they're flat black, without any interesting textures.)

  • Tobor said:

    Thw window is the main focal point, but there's nothing interesting outside it. The promos have it washed out with light, and also shot at an angle. 

    Maybe copy the camera (so you ha ve the original to go back to), and then in the new camera start moving it around to try different compositions. I'd put the window in the left or right, not straight on dead center, and maybe put some more light through it. That's just my opinion though.

    (A small thing I'd personall change: there's no detail in the chairs. There are so many of them that they become major scene elements, but they're flat black, without any interesting textures.)

    Ok. I take your suggeestions.

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