vl renders

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vl renders // Roundtable

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Post by Leif // Jan 31, 2006, 11:11am

Leif
Total Posts: 276
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This scene is example scene that comes with virtuaout, tweaked a bit.

First is with area light no caustics

79

Second is with caustics

80

I did not use too much time to tweak though.

Post by frank // Jan 31, 2006, 1:03pm

frank
Total Posts: 709
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Very cool, Leif!


I haven't played with Virtualight yet but now I think I may have to give it a try.


Thanks for sharing!

Post by Emmanuel // Apr 17, 2006, 5:37am

Emmanuel
Total Posts: 439
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I just started to play with Virtualight settings too, and I am amaze to see how nice the renders are. The GI works very well in my interior designs : a skylight and one or two local lights are enought to create a smooth atmosphere with soft shadows.

Post by Vizu // Apr 18, 2006, 1:41am

Vizu
Total Posts: 628
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VL is a realy good old renderingengine but realy hard to known how it works.

Lights and materials get other look than in VRay or Lightworks.

The advanced renderingsettings for VL kill my brain and the rendertime is long.


My Question for the Caligari Team !


wich settings and wich Light is the right to simulate a 60W bulp ?

I need this for LW, VL and VRay.


Next Question ! is it possible (some time) to work with Materiallight in VRay or VL ?

Post by Bobbins // Apr 18, 2006, 2:29am

Bobbins
Total Posts: 506
There's no proper answer to "what settings do I use for a 60w light". A 60w fluorescent light is very different to a 60w incandescant light, which is different again to a 60w Xenon car headlight. It would also depend if the glass was clear, frosted and so on. The wattage has very little to do with the illumination given from a light.


What you really need is the light power in lumens, lux, candela etc. for the light then for LightWorks you can use physically based lighting. Better still would be a goniometric light with the correct IES file.


Keep in mind that your scene must be modelled 1:1 scale for the lighting to look at all correct. It's no good lighting a warehouse with a "60w bulb" or a bird cage with a "1000w spotlight"!


For VirtuaLight you will likely have to eyeball the light values. VL does give a lighting conversion factor as part of the render settings, but I've never seen anything that says the conversion is 1:1 with LightWorks. There are also a lot of other conversions of textures etc. that affect the lighting of a scene and make VirtuaLight look different.


There is a trick with VRay when using a high ambient/luminance texture along with GI to simulate material light emissions. I can't check that for you right now but it's worth testing out.

Post by Emmanuel // Apr 18, 2006, 2:38am

Emmanuel
Total Posts: 439
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Since my latest post, I made more deep tests with VL. I was even thinking of writing some tutorials from my notes.

VL works really fine with simple scenes created in tS7: interiors with a few basic objects -even imported old tS4/6 simple objects- and simple materials.


Note that I do not use tS7 as a modeler anymore for archi designs : big scenes are not compatible with the bridge ; must be turned off to work efficiently... So when I came with BIG scenes made in tS6, I ran into MANY problems. Crashes after 15 mn of calculations with error messages like Fatal Error - Please close TS, or Parse Error - check the parameters of VL shaders, etc...

When a renderer renders a too dark picture or creates weird shadows, you can play with settings to improve the quality. But when it just cashes, the temptation to give up is close.


I spent 10 hours on it and couldn't find the way out.

I planned to purchase Vray but I now worry about compatibility problems between tS6 complex objects/scenes and tS7 render engines :confused:

Did you exerienced the same with Vray ?

Post by Bobbins // Apr 18, 2006, 4:41am

Bobbins
Total Posts: 506
Hard to tell if your errors are coming from tS or the render engine.


If rendering to LightWorks or VirtuaLight the Bridge is not required and can be disabled as long as you don't expect to perform any work in the Player. If you use the Full layout then the Bridge is automatically disabled and tS7 works very much like tS6.6.


Rendering to VRay does require the Bridge enabled since VRay renders what is seen in the Player. Paradoxically the Player handles complex scenes much better than the Model view, but converting data (models and textures between the two) is extremely difficult so the Bridge has a more complex job to perform than most people seem to realise. There is a complete appendix in the Artist's Guide dedicated to best practises for using the Bridge and enabling previous tS scene to work better with tS7.


The largest scene I have used with all three render engines is approx 750k polys and about 900 objects in size. I've also run scenes with over 1M polys in the Player, but I guess that 'big' scenes is a relative term.

Post by rj0 // Apr 19, 2006, 7:02pm

rj0
Total Posts: 167
Since my latest post, I made more deep tests with VL. I was even thinking of writing some tutorials from my notes.
VL works really fine with simple scenes created in tS7: interiors with a few basic objects -even imported old tS4/6 simple objects- and simple materials.

Emmanuel,

Have seen only a few VL renderings so far. Would love to see more, and tutorials as well. Seems at times like VL is the forgotten stepchild of the tS7 release.

rj
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