Varient natural lighting- My first final gather field test
So hey everyone. Really basic NEWBIE stuff here.
Here are my first two renders, lit in final gather, using only natural daylight at about 3 o'clock..
One is a brightly lit, non-textured room, the other a dimmer "cell-like" take. I just threw a few pieces of my logo in chrome in to have something holding place. I may keep it and make a 3d set logo. I don't know. But anyway...
I'm still fine tuning the gain/pedestal/and whatever the hell the third one is called (I'm being cheeky there because I respect MAY too much to really say something as flippant as that-but yes, at the moment I can't remember the name of the third setting). So forgive those last hot spots and the uneven pedestal, etc., for now. (arrrggghh what's the third setting called; now it's driving me crazy?!) there. I also haven't put in the die material for the window glass, so that will also contribute.
Second gray room is pretty much done. Like I said...basic.
Anyway, as the exercise goes, I really am enjoying finer detail light work. Oh, except those last tiny black shadows in the corner of each room. I swear to god I can't get rid of them/dilute them without losing all contrast in the scene. They are really frustrating.
But I'm still working on these. I'll figure it out.
BTW though...I am having this one issue I am completely stumped on if anyone can help...
Can anyone tell me how to scatter the main light casting from the window? I've done everything i can think of. It doesn't matter what i do to the settings, what mia material I use, or what angle. I kind of like it in terms of how the elements here are all pretty graphic, but for the sake of future room renders and knowledge, I'm gonna have to figure it out.
Tried glossiness settings, refraction/reflection adjustments, you name it.
It's just a standard area light in front of the window with the sun/sky light behind. Those are the only two lights in scene.
KNEE!!!!!!!
Last edited by TravisCowsill; 17-10-2011 at 05:50 PM.