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#4 (permalink) |
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Super Moderator
Join Date: Dec 2001
Location: Cardiff, Wales, UK.
Age: 36
Posts: 6,501
Name: Stephen Leworthy |
i wouldn't personally advise it because you're dictated to by the physical sky properties, and how many photos of real physical/card models do you see with a vray style sky? none. they're usually placed on a table top. you want to get away from that typical computer render feel dont you.
it's good practice too - so many people only use the vray daylight system because all the hard work is done for you. this is very limiting. you must learn to use all lighting systems to gain a greater knowledge of rendering. |
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#6 (permalink) |
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Super Moderator
Join Date: Dec 2001
Location: Cardiff, Wales, UK.
Age: 36
Posts: 6,501
Name: Stephen Leworthy |
well why use physical sky/sun system? because it give a pleasing daylight style of lighting. you position the sun where you like, and due to it's height and intensity vray knows what shade or hue or density to colour it and light it. yes, you have control over it to a certain degree, but thats the whole point of the sun system - it's angled to simulate real daylight. but try changing the sun colour or hue the light gives then you're limited. what if you dont want a simulated sun and daylight? what if you just want an internal studio lighting? you dont use daylight system.
using a plain old fashioned spot light gives you manual control over all aspects of how it works. you can simulate the daylight system with it, and also radically change it's colours and other aspects that you cant do with the daylight system. |
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#7 (permalink) |
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Super Moderator
Join Date: Dec 2001
Location: Cardiff, Wales, UK.
Age: 36
Posts: 6,501
Name: Stephen Leworthy |
saying that, i've never used the mental ray daylight system (i just realised what forum im in
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#10 (permalink) |
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Senior Member
Join Date: Dec 2003
Location: SC, USA
Age: 38
Posts: 206
Name: Jeff Patton |
Here's some info on a scale model setup:
http://www.kontur.ro/blog/?p=42 While the actual settings are specific to Vray, the concepts discussed are universal to most renderers and should give you a few pointers. |
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