Kinda down.....

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Kinda down..... // Work in Progress

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Post by memevertical // Aug 12, 2006, 11:50am

memevertical
Total Posts: 20
Well, i'm at a point where i'm defently gonna have to sacrifice Quality because of Render time....... the first image if using IBL and the second one is only using 4 infinite lights. The first one took me 25 min to render and the other one 9 sec. I'm supposed to make a full video of the whole place with 40 houses, so, i think using IBL is out of the question, i'll have to use the krappy one.....

Post by chrono // Aug 12, 2006, 6:19pm

chrono
Total Posts: 0
Try using the FastGi shader. OR Try baking the shadows into the textures. OoooRRrrrrrr even try to use a special built hemispherical light array. ;)


IBL is nice, but it's not for most animation purposes. The most I use IBL for is 'quick' surround clay renders

Post by memevertical // Aug 12, 2006, 7:43pm

memevertical
Total Posts: 20
ok, i dont know any of those methods, but, consiter that i'm using ts 6.6

Post by GraySho // Aug 12, 2006, 9:31pm

GraySho
Total Posts: 695
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The FastGI Shader from TJViking is a shader that Simulates Global illumination (pretty well). But it will not help much to speed up your render, although it's called "FastGI". In fact, I think it will slow down even more with it.


Maybe chrono can enlighten us, how to bake the shadows onto the textures?


Anyway, your second lighting solution looks very dull and the surfaces look flat. There is a better way to lighten this without IBL and not sacrificing too much quality. I suggest you use some infinite lights without shadow for the ambient light (a blueish one to simulate the reflection of the blue sky). One infinite light with shadows for the sunlight, maybe some filllights where needed.

Post by Tiles // Aug 12, 2006, 10:20pm

Tiles
Total Posts: 1037
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What about simply test the daylight settings from the light library first? And then tweak it around a bit?

Post by chrono // Aug 13, 2006, 4:52am

chrono
Total Posts: 0
Maybe chrono can enlighten us, how to bake the shadows onto the textures?

Try looking it up in your 6.5+ manual under the tool labelled Texture Bake/Textures from Illumination page 349. It should prove illuminating. ;)

Post by chrisj // Aug 13, 2006, 11:45pm

chrisj
Total Posts: 239
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try a dome of low intensity omnis around your scene. make sure you have shadwow mapping on. this will simulate a sky light with no harsh shadows and speeds up the render. you can vary the intensity and colour of each slightly as well.

chris

Post by TomG // Aug 14, 2006, 3:52am

TomG
Total Posts: 3397
The bottom one seems to have no shadowing at all - you should create at least one strong shadow casting light, to act as sunlight and give shadows. This will not significantly add render time :)


QUick and dirty is one infinite light slightly yellow with shadows for sun. Copy that light, drop the intensity a lot, turn off shadows, and make it slightly blue, this will fill in the shadows so they are not totally black.


Next, create infinite lights for some ambient lighting, no shadows, low intensity, point North, East, South, West, Down and Up. You could adjust colors from blue to yellow for the horizontal and down light, and make the uplight green or brown. Colors in those lights should be very slight.


A step up might be to create more of a "hedgehog" of infinite lights to get a smoother lighting effect by having more of them. These tend to be quicker than local (omni) lights to render, and you can worry less about their position.


The next step up would be the array (in a dome shape) of local lights. More lights mean better results but slower renders.


IBLs in fact just create an array of local lights, but your array can have less lights than the lowest IBL setting and you can save render time that way.


Another step is to use an array of local lights close together for the sun, to give softer shadows. You could try mapped shadows for your infinite light shadow instead too, even in the simplest set up.


HTH!

Tom

Post by memevertical // Aug 14, 2006, 5:32am

memevertical
Total Posts: 20
thanks a lot on the ideas......i'll test them and post the results :) thanks
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