osmosis solutions osmosis


Tutorial: Study Hall Interior
(lasted updated 03.01.2003)

[Download Scene]

This is a brief tutorial for lighting an interior scene to be rendered with VRay 1.09n Advanced. It is not intended as a comprehensive tutorial on modeling, texturing or lighting of an architectural scene. The aim is to outline one particular workflow for setting up lighting with VRay, and should be viewed only as a guide for approaching similar interior scenes.

Additive Lighting
It is always helpful to approach the challenge of lighting a scene with a strategy in mind. In this scenario, we'll use an additive approach.
This approach usually begins by starting in darkness and then progressively adding lights, one at a time. Lights are only added after the settings for the existing lights are satisfactory. This allows us to keep track of how each light contributes to the scene, before adding new ones. This also avoids having any unnecessary lights in the scene, that may cause unexpected results or increase render times. I generally start with Sky light, then add Sun light and finally, additional fill lights if required.

PREPARATION & SETUP
1. Start by hiding all the glass before calculating the Irradiance Map. Not only will this allow more light to pass through, it will also greatly speed up future test renders.

2. Set the render size to 400x300, and Image Sampler AA to Fixed: Subdiv=1. At this early stage, we want fast feedback, so the test renders can be small and jaggy.

3. Under Advanced Irradiance Map Parameters>Mode, make sure Bucket mode is checked. The render is divided into regions or "buckets" and each become visible when completed.

A good size for buckets is 128x128 pixels. I also change the Render Region Sequence often while I'm working, so that I can see the area that I'm interested in first. For the initial test renders, I am mainly concerned with the light reaching the back wall, so I set the bucket sequence from Left>Right.

4. In the Render Dialogue Uncheck Global Switches>Reflections.
Reflections add unnecessary samples to the IR map based on the color threshold setting.

5. Set Indirect Illumination (GI) to On.
Use Irradiance Map Presets>Low.
Make sure Show calc. phase is checked to see the IR map being calculated and where samples are taken.



SKYLIGHT/ENVIRONMENT LIGHTING
1. Create an Omni light and turn it Off. This overrides the default lights.
Turn on Environment>GI Environment (Skylight).

2. Make sure Overide MAX's is checked.

3. Select a light blue colour, eg. R173 G208 B255 and set the Multiplier=4.0.

The indirect lighting is a bit too dark. We have 2 options:
i) increase the Skylight Multiplier or
ii) use Color mapping option in the render dialogue.
Color Mapping allows limited control of the contrast between bright areas and dark areas of the image.

4. In this case, we'll use Color mapping since the external areas have enough illumination and we only want to brighten the interior illumination. Set the Dark multiplier to 2.0.


Tip:
A handy trick is to reuse a Saved IR map while tweaking the color mapping multipliers. However,you can only save an IR Map calculated using Single mode and not Bucket mode.
In future, VRay will have it's own Virtual Frame Buffer which will allow you to adjust Color Mapping values interactively.


From the help file:
The color mapping parameters "control how the color values are processed before they are written to the output buffer. Color correction can be very useful for indoor or poorly lit scenes - you can get a good image without increasing light and sky multipliers.

Type - the type of color correction. Currently the only supported type is Linear multiply which will simply multiply the colors by a value based on their intensity. (A Logarithmic algorithm similar to Lightscape would be alot more useful)

Dark mutliplier - the value that dark colors will be multiplied by. For indoor or poorly lit scenes, you may want to increase this value to get more light in dark areas.

Light multiplier - the value that bright colors will be multiplied by. Normally you'd leave this to its default value of 1.0 which means that bright colors will not be altered.




SUNLIGHT
1. Create a Sun System.

Sunlight Settings:
Color: R255 G251 B237
Multiplier: 3.0
Shadow: On - VRay Shadows

2. Adjust the Sun system so that some direct light enters the interior spaces. Turn Off Indirect illumination (GI) calculation to reduce render times. GI is not necessary since we only want to see where direct sunlight penetrates into the interior space.

The combination of Sunlight (Direct) and Skylight (Indirect) provides enough overall illumination for the interior. However, the render seems to have too much blue from the Skylight.

The Skylight is dominant because of the low multiplier value for Secondary bounce. In order to increase the Indirect Illumination from the Sunlight, set the Secondary Bounce Multiplier=0.7

Note: This setting is different to adjusting color mapping multipliers. Color map settings affect the brightness of an image based on intensity before outputing to the VFB, whereas changing the GI multipliers affects the light contribution of each bounce during IR map calculation. Therefore, changing the bounce multipliers requires a recalculation of the IR map, whereas color mapping can reuse a saved IR map.

Adjusting Color Bleed from Objects
There are large areas of timber surfaces in this space which would make the space a bit warmer than what we have at the moment.

In order to simulate this warm bounced light from the timber surfaces, we will increase the Generate GI Multiplier on all objects with the timber material.

1. Select all the objects in the scene with the Wood1 material.

2. In the Render Dialogue, click System>Object Settings...

3. The objects with the Wood1 material should already be highlighted in the Scene Objects list.
Change the Generate GI to 1.5.

The effect is very subtle but