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Old May 9th, 2008   #1 (permalink)
ABK
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Name: Antony Barkworth-Knight


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Default Rendering interiors - Standard lighting Vs High output illuminated objects

Hey everyone,

I have been trying out lighting my scenes (high street stores - interiors) by using a series of cubes and spheres, each with an architectural shader with a luminance of approx. 6000cd/m2. The results seem quite nice but what is making me very interested in this technique is the renders time. The FG part of the renders is increased by the raytracing part is cut down dramatically giving me equal renders in less time.

Has anyone tried this technique? If so, how do you think it compares to standard lighting techniques? Also, what problems should I look out for?


Antony
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Old May 10th, 2008   #2 (permalink)
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Default Re: Rendering interiors - Standard lighting Vs High output illuminated objects

I use it all the time when doing internal shopping mall renders. Quite successfully too.

Advantages, they act like large area lights with more control over the colour.
Gives interesting results. Makes it very easy to light large areas evenly

Disadvantages, they dont emit photons. FG solutions can be quite grainy/splotchy when used on small, thin objects. If your AA or image res is too low and the output is on a small object ,its FG samples can be skiped thus giving a false result.

Used in combination with true ies lights they are a very useful tool

jhv
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