Studio Lighting in Vray by Géza Kádas, Budapest Website: www.techtron.extra.hu


Here is a short explanation of the test settings:

  • Default lights: turn it off ,we do not want any light, except the vray ones.

  • Adaptive QMC: A faster image sampling method than Adaptive subdivision.

  • Mitchell-Netravali: With this antialiasing filter edges will be sharp but not crisp.

  • Irradiance map + Light cache: the mostly used GI combination.

  • HSph subdiv: (GI samples) lower it to speed up the rendering process.

  • Show calc phase: The rendering process will be visualized, so if are not happy with the effect you don't have to wait until the effective rendering.

  • Subdivision: The subdiv. of lightcache controls the number of traced paths... The actual number of the traced paths is the square of the adjusted number.So with 500subdiv. 250.000 paths will be traced.

  • Exponential: With this type of colormapping ,colors will be saturated so you can avoid burnouts on the surfaces.

  • Dark multiplier: This controls the "Sternth" or the multiplier of dark colors.

  • Render region division: set it to 32x32 ,smaller bucket size less ram will needed with smaller bucket size a faster feedback can be achieved. All right, lets see the render with the mentioned settings.

It is much better than the first one. The scene is much more brighter, light is smoother and there are no burnouts. Because of the low quality settings there are GI artifacts ,noise and blurry lines. However ,these settings provide us a very efficent way of testing. Lets play with the colors to break the dull feeling of the render. Change the color of the vray light on the right to R:255/G:180/B:80. This warm orange color will take care of the monotonic lighting.



At this point if you are satisfied with the result you can go to the next step. Creating and understanding shaders is the following topic.

Shaders

In this scene i used four or five shaders. Plasctic,Chrome,Leather,White fabric, and the white background of course. Turn off the "override mtl" function in the Global Switches tab. Lets take a quick look at the settings.


  • Diffuse: This controls the color of the material.

  • Reflect: Pure white means 100%reflections ,black means 0% reflections.

  • Refl. Glossiness: Controls the blurryness of reflection 1 means perfect mirror-like reflections, lower values produce blurry reflections.

  • Subdivision: This controls the quality of glossy reflections, higher values increase rendertime lower values produce noisy effect. For testing /5-8/ final rendering /15-35 or higher if necesarry/.

  • Freshnel reflections: If you check it that means the strength of the reflection will depend on the viewing angle of the surface. In nature water and glass is reflecting in this manner. The strength of the reflection depends on the Freshnel IOR too. All right lets see the shaders in action...:)

I am pretty happy with the reflections on the leather material. I only need a little more light from above the chair, so lets put that third vraylight to its place.



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