ethan opened this issue on Aug 17, 2005 ยท 7 posts
ethan posted Wed, 17 August 2005 at 5:12 AM
Hi, I cant get IBL working correctly. I removed all my lights. Created a new, light settings then I clicked on material, choosed skintexture as material, clicked in the IBL button and rendered. The pic looks lull. The person is very bright and whitey, very strange look. Anybody got a decent IBL turorial ? thanks
face_off posted Wed, 17 August 2005 at 8:15 AM
Attached Link: http://www.users.on.net/~pkinnane/IBL%20Tutorial/SpecularIBLTutorial.html
The pic looks dull because IBL doesn't provide specular lighting - only diffuse. There are a number of ways around this - RDNA has a good tutorial, or you could try the above link - warning: it's a little complex....Message edited on: 08/17/2005 08:16
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maxxxmodelz posted Wed, 17 August 2005 at 8:52 AM
"The person is very bright and whitey, very strange look." This sounds like the IBL is washing out the diffuse colors in the scene. Go into the material room, and change the color of the diffuse channel for the IBL light from white (default) to something around a 20% grey. That might help take the overpowering brightness from the overall IBL. Run a test render, if it still needs to be darker, then tweak to taste. Never rely on IBL as your only light source in the scene. Try to use it as a "fill", with other standard lights as your primary. ;-)
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
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danamongden posted Wed, 17 August 2005 at 4:33 PM
I'm no expert on this, but after a few false starts, I found that IBL's worked best for me as low intensity (~20-40%) fill lights using ambient occlusion. I would then still use other lights as the primary lights. Mostly this would just save me the trouble of adding another 4 to 8 spotlights to a scene just to even out the lighting in the dark areas. To be honest, though, I'm just using a solid color texture for most of my IBL, making them hardly Image based lights. There are some decent tutorials out there on setting up the images for this, but I found that I can get pretty good results just from the solid colors.
maxxxmodelz posted Wed, 17 August 2005 at 4:59 PM
"To be honest, though, I'm just using a solid color texture for most of my IBL, making them hardly Image based lights." I use exactly the same technique, danamongden. I use a diffuse IBL with a very dim intensity for adding "fill" to the overall lighting. Usually, I don't see a need for more than 3 or 4 additional spotlights in the scene after that, and at least one of those will be "specular only". For most outdoor scenes, you shouldn't require more than 3 lights, one of which would be an IBL. You simply can not get the same kind of "fill" with spotlights (regardless of how many you put in the scene) like you can with IBL, and unless I'm trying to match the render to a photo background, I see no need to add an image to the diffuse IBL light itself. Mind you, if you were trying specifically to composite a render into a photo or video background, then that's a different story, and requires some different techniques. ;-)
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
danamongden posted Wed, 17 August 2005 at 5:34 PM
Definitely -- the IBL does fill far better than adding numerous spotlights. But back in P5, I remember doing an interior scene (with multiple walls and a ceiling) and needing to add spots all over the place just to get the room looking like it was properly lit. Now I can get away with just one or two spotlights plus the IBL for fill.
ethan posted Thu, 18 August 2005 at 3:11 AM
Thanks all. I will try the tutorial and will provide a test render