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cube interior challenge


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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

post-823-1237396433_thumb.jpg

post-823-1237396461_thumb.jpg

interior.hip

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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

post-37-1237413650_thumb.jpg

post-37-1237413658_thumb.jpg

interior_edit.tar.gz

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