AntoineSfx Posted November 10, 2017 Share Posted November 10, 2017 Hi, So I have this interior scene, with one distant light, and two openings. I like how the wall to the top left of the image is lit, but there is not enough light that goes to the back of the room, further away from the opening. I expected the bottom right of the picture to be more lit. So this is more or less the same floor plan of a place I lived in in the past, so I know how it felt in that room, and I definitely did not need a flashlight during daytime. Can you help me tweak the scene so that it looks more realistic ? Thanks room.hipnc Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted November 11, 2017 Share Posted November 11, 2017 Looks like you maybe need more GI bounces, but it's also a normal problem in reality that if your camera captures the sun on the floor and makes it look well balanced (like in your image), the room around it will be too dark. And if you balance out the room, the sun will be too bright. The human eye (= how you remember it) is much more flexible there and makes it look "good" automagically. CG != "Reality". Tonemapping can help in this situation too. Cheers, Tom Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted November 11, 2017 Author Share Posted November 11, 2017 50 minutes ago, Thomas Helzle said: Looks like you maybe need more GI bounces, but it's also a normal problem in reality that if your camera captures the sun on the floor and makes it look well balanced (like in your image), the room around it will be too dark. And if you balance out the room, the sun will be too bright. The human eye (= how you remember it) is much more flexible there and makes it look "good" automagically. CG != "Reality". Tonemapping can help in this situation too. Cheers, Tom Does "more GI bounces" translates into a setting on a node ? Quote Link to comment Share on other sites More sharing options...
Skybar Posted November 11, 2017 Share Posted November 11, 2017 This video explains it pretty good: https://www.youtube.com/watch?v=m9AT7H4GGrA 1 Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted November 11, 2017 Author Share Posted November 11, 2017 3 hours ago, Skybar said: This video explains it pretty good: https://www.youtube.com/watch?v=m9AT7H4GGrA Not sure how that concept (Filmic Blender) applies to Mantra though Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted November 11, 2017 Share Posted November 11, 2017 @AntoineSfx Check Diffuse Depth in the Mantra ROP. Great Link @Skybar. Has anybody converted those LUTs to something Houdini/Redshift can use directly? I'll have to dig deeper into this I think. :-) Thanks and cheers, Thom Quote Link to comment Share on other sites More sharing options...
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