kubabuk Posted March 18, 2009 Share Posted March 18, 2009 Hi, It is rather to illustraate the problem than a real challenge. What I'm trying to get here is an even lighting from bounced rays of light in PBR. The only way I can achieve this at the moment is to multiply bsdf value of the shader which allows more light to be bounced around. The problem is that renderes are very noisy even with pretty high setting. Also attanuation looks still too quick even with the light set not to attenuate. I'm curious if you have any workaround to that. interior_1.jpg sampling 20x20 lambert intensity: 1 bsdf multiplied by: 1 interior_2.jpg sampling 20x20 lambert intensity: 0.25 bsdf multiplied by: 30 interior.hip Quote Link to comment Share on other sites More sharing options...
DaJuice Posted March 18, 2009 Share Posted March 18, 2009 Hi kuba, My advice would be to gamma-correct your work. If you're outputting with a gamma of 1, your physically based renders will always look "incorrect" and you'll have trouble with bounced light coming up short and the like. Look up linear workflow, there's a lot of reading on the subject. room1.jpg gamma = 2.2 20x20 room2.jpg gamma = 2.2 32x32 photon map for secondary GI cache interior_edit.tar.gz Quote Link to comment Share on other sites More sharing options...
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