momodot opened this issue on May 11, 2006 · 72 posts
momodot posted Sat, 13 May 2006 at 2:03 AM
I find IBL to make things look like they have radiant rather than reflected light so I can only use it at very low intensity mixed with other lights at stronger settings. I have been using spots and point lights. All the lights in the above render were placed in the virtual room in rational positions where lights would be... more often I place the primary light where the camera flash would be with a simulated 80/20 split bounce. Often I place non shadow infinite lights very dim in a circle around the scene and beneath to light the ceiling to simulate the bounce of light off the floor but this was not the case in the render above where I had a weak IBL just inside the door at our left, a mid intensity spot from the ceiling lamp location above and to the front of the figure, and the primary being a pinlight where as a slave flash might be mounted high on a tripod somewhat to the right of the camera, a set up I used in real world photography for a "documentary look". I do not like how the shadows overlap, I like the shadow from the primary but I have to move that wide spot from the center of the ceiling to closer to the door to get an opposite diagonal to the shadow, also that shadow should be weaker.
But can you see how my render looks chalky compared to :
http://www.renderosity.com/viewed.ez?galleryid=1215664&Start=1&Sectionid=9&filter_genre_id=23&WhatsNew=Yes
Also I don't get the nice ambient occlusion on the walls with Poser 6 that I see in even the simplest room scene done in Max. How do the different render engines calculate a scene?