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For interior rendering there are two cases:

  1. Interiors Fully enclosed interiors, without any openings towards the exterior (e.g. a fully enclosed room without any openings, such as windows and doors, allowing external light to come in).
  2. Interiors with openings towards the exterior (e.g. a room with windows, doors, or other type of openings).

1. Room without openingsFully enclosed interiors

  • Create (geo) Area Lights, matching size and position, for each important light sources that illuminates the scene (typically large area lights, neons etc.)
  • Make sure all Lights have inverse square falloff (required by physics for plausible lighting)
  • Assign to less important emissive objects (such as neons) a fully incandescent shader with incandescence value near or equal to 1 (this will change in the future, for now incandescence levels near to 1 won't cause additional noise).a material with incandescence (make sure to not push the color values above 1 because of color management, instead use the incandescence intensity).
  • Turn on Indirect Illumination
  • Set Indirect Illumination Diffuse Bounces to 3 or more (increase by 1 unit as the effect might become neglectable after many bounces, looking at statistics will help).

Or:

  • It is also possible to create OPTIONAL: Create an HDRI environment with a texture that loosely matching the interior you are rendering. If you have a texture acquired on set for VFX this is the best case scenario. If teh the set is full 3D you can render a spherical projection version of your environment.
  • Turn on Indirect Illumination
  • Set Indirect Illumination Diffuse Bounces to 3 or more (increase by 1 unit as the effect might become neglectable after many bounces, looking at statistics will help).
  • Set the Indirect Illumination> Max Distance to force environment rays to be called inside the interior: e.g if your room would fit in a sphere of radius 50 units, set the max distance to 25 (or less) units.

 

Info

Note that 3Delight has no problem using a higher number of diffuse bounces. Typically It not unlikely for fully enclosed interiors will require around 4 to 6 to require higher numbers of diffuse bounces (check statistics for precise feedback)


2. Room Interiors with openings

  • Setup HDR Environmentthe HDRI environment with a texture representing the exterior lighting
  • Set indirect diffuse bounces to 3 or more (check statistics for feedback)
  • Positioning Area Lights behind openings (typically dorrs doors / windows) towards the exterior will help "pushing light" inside the room