Indoor / Outdoor Lighting

Is it possible to make the lighting outside the building the same inside the premises? How to make the walls of buildings let this light in? I like my street lighting but in the building everything becomes dull and not beautiful. I use uber environment 2

Comments

  • In 3Delight you can set a n object nbot to cast shadows. Of course this may let too much light in, so you may then need to add other items purely to blocl some light.

  • It would be helpful if you posted your result image vs an image with lighting you want to achieve. Which rendering engine are you using - 3Delight or Iray?

  • roezakaroezaka Posts: 64

    In 3Delight you can set a n object nbot to cast shadows. Of course this may let too much light in, so you may then need to add other items purely to blocl some light.

    How should I do it? In each building object put Cast Shadow off? Ideally, I want all the light from the HDRI and from the uber environment to pass through the walls ..

     

    It would be helpful if you posted your result image vs an image with lighting you want to achieve. Which rendering engine are you using - 3Delight or Iray?

    I use 3delight.

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  • Sven DullahSven Dullah Posts: 7,621
    roezaka said:

    Is it possible to make the lighting outside the building the same inside the premises? How to make the walls of buildings let this light in? I like my street lighting but in the building everything becomes dull and not beautiful. I use uber environment 2

    Hi! So you're not going for realistic lighting then? Sure you can turn cast shadows off for walls, ceilings and so on, but there might be better ways. What environment mode are you using for your UE2 light? You might be able to fiddle with trace distance, indirect light strength and such, to achieve a working indoor ambient lighting. However, my advice is to light up your interior with additional lights. I would probably start with placing primitive planes  outside every window with the area light shader applied, make them invisible to the camera and go from there.

  • roezakaroezaka Posts: 64

    Sure you can turn cast shadows off for walls

    The light still doesn't get inside:(

      - with cast shadow off (left wall)

      - Without left wall. A little light entered...

    What environment mode are you using for your UE2 light?

    Occlusion w/Soft Shadows

    You might be able to fiddle with trace distance

    where can i see this setting?

    Honestly, I don’t really like standart lights .. I like HDRI lighting and uber environment. And I really want them to get inside the building.. :)

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  • Sven DullahSven Dullah Posts: 7,621
    edited October 2019
    roezaka said:

    Sure you can turn cast shadows off for walls

    The light still doesn't get inside:(

      - with cast shadow off (left wall)

      - Without left wall. A little light entered...

    What environment mode are you using for your UE2 light?

    Occlusion w/Soft Shadows

    You might be able to fiddle with trace distance

    where can i see this setting?

    Honestly, I don’t really like standart lights .. I like HDRI lighting and uber environment. And I really want them to get inside the building.. :)

    Ok, so first of all, the UE2 was never meant to be the main light source in a scene, it's meant to create global illumination/ambient light/fill light or whatever you want to call it:)

    In bounce light mode it will be fairly realistic looking, the trade off is of course longer render times. But you can use ambient occlusion with soft shadows, you just need to adjust the max raytrace distance (select the UE2 and look in parameters pane/light) so that the light doesn't take the building into account. Here are a couple of very quick and dirty examples, first one uses AO with soft shadows with a trace distance of 300:

    image

    If you increase trace distance to 10000, this is what you get:

    image

    What I would do, if I didn't want to use any interior lighting, is to use the UE2 as a fill light and create primitive planes outside the windows, apply the OmUberArealight shader to them to simulate daylight coming in. Quick example below:

    image

    There are also other ways of achieving what you want. One of them is to use IBL-Master with an HDRI and in a similar way reduce raytrace distance to let the light through. Or you could go all the way and use aweSurface with scripted  pathtracing, that would yield the most realistic result, similar to IRay.

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    Post edited by Sven Dullah on
  • roezakaroezaka Posts: 64

    Sven Dullah

    I played around with the settings to trace distance, and yes, that was what I needed! Thank you very much. :)

    Hmm .. How can I make such realistic windows as in this image? 

     

    Or you could go all the way and use aweSurface with scripted  pathtracing, that would yield the most realistic result, similar to IRay.

    This is unbelievable! But definitely it will slow down the rendering very much?

  • Sven DullahSven Dullah Posts: 7,621
    edited October 2019
    roezaka said:

    Sven Dullah

    I played around with the settings to trace distance, and yes, that was what I needed! Thank you very much. :)

    Glad to hear it worked for you!

    roezaka said:

    Hmm .. How can I make such realistic windows as in this image? 

    Oh that's actually just the Dz default shader with the plastic lighting model, diffuse strength 40%, glossiness 80%, turned off "multiply through opacity", opacity strength 10%, reflection strength 90%.

    roezaka said:

    Or you could go all the way and use aweSurface with scripted  pathtracing, that would yield the most realistic result, similar to IRay.

    This is unbelievable! But definitely it will slow down the rendering very much?

    I don't recall the rendering time for that image but probably something between 1h and 3h. I love to use 3DL because I can do very fast "semi realistic" renders for animations or rather photoreal stuff if needed. And, well if you have tried rendering a figure with a complex hair  model with the UE2 in bounce light mode, you know it can take some time to complete:)

    Edit to add: Bear in mind that, if you only use UE2 to light your scene, it emits diffuse light ONLY, no specular rays. You will not be able to get skins and shiny stuff like glass and metals to look good. A workaround would be to use a number of additional spotlights or distant lights at low levels with only specular enabled. (Create spotlight/distant light, select it, go to parameters/light/illumination and select specular only.) You don't necessarily need to enable shadows for those specular lights, so the render time penalty will be very small.

    Post edited by Sven Dullah on
  • roezakaroezaka Posts: 64

    Sven Dullah

    Thank you for the advice. I like the result! :)
    Sorry that is off topic but maybe you know how to make a glass be transparent?    (Iray Uber shader)

     

     - Clear glass (Default Shader) but the leg is not so pretty :(

     

     

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  • Sven DullahSven Dullah Posts: 7,621

    With the default shader you need to set refraction strength to 100%, and for glass, set IoR (index of refraction) to 1.52 or thereabout. Otherwise use roughly the same settings as for the window glass I posted earlier. For colored glass use refraction color, not diffuse color. If you need more advanced glass, try the AoA SS- or OmUberSurface shader, you'll have more channels to play with;)

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