max- opened this issue on Nov 02, 2006 · 25 posts
Erlik posted Sat, 04 November 2006 at 1:17 AM
Quote - Yeah, basic rule #1 - never use "volumetric world". ;o)
Nah, it's not that bad. For instance, my After the Rain was rendered with volumetric world. Yes, it did render for a long time, but it was not very much different from other renders. > Quote - HDRI - pretty much moot if you have an indoor scene with walls and ceilings, imo. That kind of scene wouldn't benefit from hdri. I mean you already have a full enviroment for reflections, trnsparencies and refractions. And, in real life, in an indoor room, there would be lamps/candles and such somewhere, just place spots and radials there.
I beg to disagree. For instance, you've got a lamp in the corner. In the real world, you get the lighting both from the lamp and the light bouncing from the walls. That kind of lighting is very difficult to achieve with just Bryce lights. As to more realistic lighting, I think I'll try something with the radiosity simulation on http://bsmooth.de/BSolutions/#Radiosity. Yes, it means another long render and it means layering and blending in Photoshop, but we'll see.
-- erlik