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Apartment lighting Q's and Crits
show user profile  digital3ds
I'm trying to work on my lighting, as it seems, boring? This is the first time I've lit a scene using GI, and it still feels weird.

This is the image raw out of Max. When I calculated GI the door wasn't this blown out, but after the render it was. Any idea on how to reduce that without raising EC?

After that, I ran an AO pass and get this, with some brightness/contrast adjustments in PS..

Another big question I have is how to get the affect of light passing through a lamp shade like this..
Notice how its strong out of the top and bottom, but also light the wall in between those areas? Also, it's visible through the material. I tried to do this in my scene, but couldn't get anything that looks real. To get the effect in the second image (effect for the lamp) I used one light with shadows on, a duplicate with shadows off (so it would hit the wall), and another duplicate that was visible in the renderer, with the intensity way down. This doesn't seem like the best way to achieve the effect of the lamp above. Thanks guys.
Any advice will help
- Mike Sawicki




read 503 times
1/7/2012 9:43:00 AM (last edit: 1/7/2012 10:00:07 AM)
show user profile  Mashedpot8er
You need to make the lampshade material transparent, but with a glossy refraction, so it doesn't look like glass. It's a tricky material to get right, but once you do, it will do all the work for you. No need to add extra stuff etc.

In the ref image, the wall isn't visible through it, just think its a really close tonal / textural match to the wall.

What renderer are you using too ?




Cad Monkey


read 478 times
1/7/2012 11:24:23 AM (last edit: 1/7/2012 11:24:23 AM)
show user profile  BishBashRoss
not sure what renderer you're using. Vray has a 2 sided material to achieve the look of the lamp, MR might have something similar perhaps.





read 476 times
1/7/2012 11:31:19 AM (last edit: 1/7/2012 11:31:19 AM)
show user profile  digital3ds
Oh right.. I'm using MR with a MR sun and sky, and a sky portal.
- Mike Sawicki




read 461 times
1/7/2012 7:55:38 PM (last edit: 1/7/2012 7:55:38 PM)
show user profile  CarnivoreMan
Your ref lamp looks to be a leather lampshade, while the lamp in your scene is cloth in appearance.
Cloth typically has more diffuse lighting, and wont have that bright spot as the leather does....

Are you going for the leather shade look or cloth shade look?






read 453 times
1/7/2012 8:09:01 PM (last edit: 1/7/2012 8:09:01 PM)
show user profile  digital3ds
This is the lamp in my apartment. It's thin cloth.

- Mike Sawicki




read 448 times
1/7/2012 8:26:29 PM (last edit: 1/7/2012 8:26:29 PM)
show user profile  Mr_Stabby
the lamp is easy enough just remember translucency and low gloss refraction are your pals in this. as for the apartment renders - well thats just how it is with low quality GI, it takes a crapton of bounces and # of photons to get it looking right. you can however alleviate the situation with some ambient light and and AO, it wont be physically correct but it will look more correct on lower render times

read 444 times
1/7/2012 8:48:04 PM (last edit: 1/7/2012 8:48:04 PM)
show user profile  digital3ds
That helped a lot stabby (low gloss refraction). I thought I had a "higher quality" GI at 1,000,000 photons, 10 foot disks and 3000 photons per sample. I guess there is no reason to stop there? I'll try tweaking it some more
- Mike Sawicki




read 436 times
1/7/2012 9:48:05 PM (last edit: 1/7/2012 9:48:05 PM)
show user profile  Mr_Stabby
well a million isnt all that much tbh also when dealing with semi shrouded scenes like interiors the life time of a photon matters more then amount of photons also the smaller disks the better for quality, disk size acts as a kind of blur range and while it does well to avoid sploshiness it also sucks out detail from where it might have been

read 422 times
1/8/2012 3:55:02 AM (last edit: 1/8/2012 3:55:02 AM)
show user profile  digital3ds
That makes sense. I didn't mess with the gi yet, I tried working on the lamp, and tv / computer. I still think it needs more tweaking.. not really sure where

Right now it's just a mr sun + sky, sky portal, and that one photometric free sphere as the lightbulb. All multipliers at one. I didn't change any settings on the sun, sky, or sky portal.

-edit- also, I tried to use final gather after caching a gi map, as I thought this should smooth out soft shadows, but It made everything blotchy, even on the highest fg setting.. any idea what that was about? Id like to use it to have the tv etc illuminate the scene a bit, but it's killing the quality of my shadows
- Mike Sawicki




read 417 times
1/8/2012 4:43:21 AM (last edit: 1/8/2012 4:59:24 AM)
show user profile  Mr_Stabby
could be that you have either nothing in the noise filtering selection or that you have radius interpolation on instead of ppt and its set to really low radius or your interpolation over # points is low

read 396 times
1/8/2012 3:53:55 PM (last edit: 1/8/2012 3:53:55 PM)
show user profile  digital3ds
not sure why it was doing that, all my settings were fine.. W/E, It rendered ok this time. Done with this part, gonna move on to some other areas of the apt



- Mike Sawicki




read 384 times
1/9/2012 1:18:06 AM (last edit: 1/9/2012 1:18:40 AM)
show user profile  S. Silard
Do not forget the AO pass .
read 378 times
1/9/2012 1:38:19 AM (last edit: 1/9/2012 1:38:19 AM)
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