Interior lighting with V-Ray Sun

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hey guys today we're going to see how we can light up an interior scene inside 3ds max by using v-ray alright first of all before I start I'm going to show you guys what I have were seeing over here as you can see it's a very fairly simple scene it's a box we have some extrusions over here that's just left some space for a window I have a window frame and also inside the window frame I have a glass panel which I've hidden it with a layer so as you can see here the glass has been hidden for now I'll tell you later on why so just I've made a simple glass it's hidden we have another teapot in the scene we can we're going to be using it later so for now I have it hidden as well so nothing fancy the entire scene is a simple box with one opening where hopefully the Sun or light is going to be coming through all right let's see them how do we start up ours or how do we start up lighting our scene the first thing we have to select and check is to see the settings we have for our camera so I'm going to go click on interior camera and it's a very basic physical camera a very physical camera the only thing that I've changed is I just played around with the size of the film gate and the focal length so I can get this size over here so basically when you press shift F you're going to be showed the safe frames so as you can see that this is the difference when you have this this is basically what you're going to be getting as a render now the next thing I've changed here is the white balance I've switched it off from the d65 which comes as native to neutral and that's it I haven't changed anything else when usually when you would be lighting up an inferior you would probably change the F number from 8 to something like five or six and then play around with the shutter speed but for now I'm going to leave them as they are so since we went over that let's see what we have for settings in v-ray I'm going to go over press f10 and check out the settings the frame buffer has been turned on over to the anti lysing I have adaptive adaptive emma sam per is one with 20 nothing fancy the color mapping is a exponential and we have sub pixel mapping then in the GI I'm going to turn on enable GI make sure the primary engine is set up as a radiance map the secondary setup as a light cache for the irradiance map I'm going to make sure that I have it set up at very low with 50 subdivs and 20 interpolation samples we're going to go over later and explain what why we are going to be leaving them like this and then for light cache we're going to drop it down to like I've dropped it down to like 600 nothing else has been changed everything else is as it comes so let's start first thing I'm just going to render out a simple render right now and see what happens as we can see the entire scene is dark it's pitch-black the reason for this is if you didn't know whenever you're working with v-ray and you toss in a very camera if you don't have any kind of light coming in your scene your entire scene is going to be black so in order to fix this we have to I put some kind of a light so first thing is would be to check out how this scene would look if we add a simple v-ray Sun so I'm going to go over to create switch over to lights choose v-ray and then choose very light I'm going to click over here on the top viewport and just click and drag one son there we go again just like it was in the previous video for the exterior lighting if you haven't watched that go check it out it's asking me if I would like to add a v-ray environment map for this for now I'm gonna press no I just want to keep the Sun and let's see alright in the perspective this is the thing when you're using v-ray Sun depending on where the Sun is positioned that's the amount of light is going to be emitting so for example I've placed that v-ray Sun in this scene right now but if I render out a render now as you can see it's really nothing is showing up it's dark again so in order for this Sun to start emitting some light I'm going to have to take the Sun and lift it up on the z-axis so let's get back to here and render now right away I can see some changes there we go now we're starting to get somewhere but still this is fairly incorrect or very wrong it is you can see if so much light would be coming into our room our entire room wouldn't be this dark it should be a lot lighter so what gives what's the problem well the problem with this is that we have gi turned on as we made sure previously we have the primary and secondary bounces set up but the issue is that even though this light is being bounced around the room there is no environment light coming in the scene so basically it's like we have a Sun but everything else in the environment is pitch-black so in order to fix this issue we can go ahead and when we are creating the Sun we can choose the option to create a very Sun environment or we can go ahead and manually add it now I could have gone the automatic way but just wanted to show you guys how you can do it manually if you need to so you go over to rendering and in environment slot or by pressing the 8 key you open up the environment it effects now here it says in the environment map you're using none as a map so click on none and from here just go ahead and choose a v-ray sky click OK now if I open up my material editor so I'm going to press them I'm gonna drag this v-ray sky on an empty slot and make sure it's an instance let it go now with this I'm gonna close up the environment and this thing here now it's allowing me to choose what kind of parameters the environment is going to have in order to be able to change any of these I have to turn on the specify Sun No now for example if I render now this is what we're going to get as you can see now we're starting to get some bluish color coming into our scene and it's starting to get a bit more realistic but still it's a far fetched from the original light that's coming from the Sun now in order to have the same hue or the same color hue as the Sun we have to link our environment to our v-ray Sun the way to do it is over here which is a sunlight and none you click on the none and then you just have to specify which light would you like to link with this environment so now because I want to link this various Sun I'm going to click on it right away this has been linked now let's get back to our scene and re-render again you see the difference and there we go now the light is starting to be more realistic at least color wise but we are still left with our initial problem or initial issue there is not enough a light protruding in the room from the Sun now since we did this with using the very sky parameters in a material editor slot and we have the Sun over here I'm just going to remove this on the side so you can see both of the parameters go down your window let ago we have the modify tab for the Sun and we have the settings for our environment so basically now we can control both the light that's coming from the environment and the light that's coming from the Sun or the intensity of the Sun let's see how that looks like over here where it says Sun intensity multiplier and it's set up as one this is the environment slot if I take this and put it down as five now we render oh okay here's a problem it usually likes to happen and okay and go no more no longer we have a problem rerender go now you can see our entire scene is getting lit up quite nicely I can even get this to be even higher here we go now the entire scene is getting lit up rather nicely but now in this case maybe I want to make sure that the Sun light this part over here would be a bit stronger or the way to do this would be to go over now in the modify tab for the Sun and choose from here though intensity multiplier and change this multiplier to something like five and now this area should be a lot more lighter there we go there we go now this is starting to look like a room that's getting some nice or decent daylight lighting but it doesn't stop here let's see what can what else we can change to make this even better for example when you put in a very Sun light in the scene by default its shadows subdivisions come down to something like three this is a very low setting I can try something like twelve which is again not too high but this should help a bit with this issue with getting some noise into the shadows the other thing is for example if I want my light that's coming in the room to be more diffused if I for example if I don't want it to be this sharp I have a way of changing this as well the way to change it is by changing the size of the Sun what this means is you need to go over here and it says size multiplier let me show you how that thing looks like as it is right now you can see the corona of the Sun but if I change this to something like let's say ten now the Sun is a lot bigger what this means is that the light source is bigger so the shadows are not going to be so crisp for example let's see how this would look like if I render it now go and there it is as we can see the light is no longer sharp but it's rather diffuse at the edges now the reason why we have the noise is because the shadowed subdivisions is not too high so we're and we end up with the noisy shadows but we can fix that so the next thing that I just want to add before we go over to explaining a few of the other issues that would arise with something like this is that if you want a lighter scene you don't always have to go and change the Sun multiplier or the environment multiplier for example you can go over in the camera settings so select my camera and over here I can just either lower for example lower the f-number - like I previously said 6 you would get a lighter scene now but if I want to get a much more control over how light for example this thing would be I can just simply let's say choose one portion of the image like here this part I don't need so much something like this and now the shutter speed if I bring it down to let's say something like 100 this should allow more light to go into the camera and in turn give me a lighter scene there we go as we can see the thing is getting a lot lighter now put on a full render and we end up with a room it's getting a lot of light coming in and giving it a nice-looking daylight lighting all right that's for setting the lighting system now let's deal with some of the issues for example the splotchy this is the most common issue you would get when you're letting a scene for example here it's not very very noticeable but still if you come over here you're going to notice that some of these boards over here have some issues also here the edges we have some light coming through we have some barely visible splotchy on the walls etc so the way to fix this is basically I've seen some people try to go over and increase the settings for you just find it for the global DMC and what they would do is they would go over to the noise threshold and bring it down to something ridiculously low like this your point zero zero two and then they end up with a very very long render time and the issue is in most of the cases it's not fixed so if you want to fix the splotching that's basically a GI issue so you're going to have to go over in the irradiance map portion now let's try and select just this part over here the splotching is mostly because we don't have enough subdivisions or interpolation samples for for this case I'm going to increase it from 50 up to something 100 from your subdivs and the interpolation would be something like 40 if you went over the the videos I've made for v-ray they were explaining what this does this is basically blurring the subdivs or the the subdivision that it's coming into the scene this is helping it blur it so I'm going to try and go over with render and now as we can see we no longer have any splotching over here let's go over and try that thing here alright we can see some light still coming through here we're going to deal with that as well just let's make sure that the splotching issue is fixed up okay I'm going to let one more render go over the entire scene so we can see if we fix the splotching issue and the only thing that's left is some of the places like this that is having issues with how this is shown alright as you can see the walls are looking rather nice except here now the edges of the room are showing up rather a darker color that is not an error that's basically your ambient occlusion v-ray has the ability to directly control ambient occlusion and in order to get to it or get to the settings you have to go over the global illumination set take on the default and turn on the expert mode click on ambient occlusion now when you click on this it's going to allow you to change the amount of ambient occlusion then the radius in which this is happen in the subdivs for example now if I select just this part and let a render go on I'm going to notice that this dark line is going to get a lot darker a lot more pronounced there yeah as you can see right here this is the ambient occlusion now I can increase this radius something let's say like 30 this would get a lot more and be inter collision happening there we go so it all depends on what kind of ambient occlusion you would would you like for your scene also it's just normal that the subdivs would control directly the the quality of the ambient occlusion 4:32 I'm getting some noise if I go over to 64 I should get a longer rendering time but still yet a cleaner result as you can see it over here now there's no more noise happening alright so the only thing that's left is a problem for me right now is this part over here I can see some splotchy happening now the reason for this is again in the irradiance map this guy this time around though it's not the issue with the subjects we can see we have a lot of subdivision samples over here the problem is where the preset that set up for very low for example I can turn it off to low which is basically just going to change the minimum rate and maximum rate for now it's minus 4 and minus 3 if I put it down to though it's going to tweak it on to minus 3 to minus 2 let's see what this is going to do as you can see most of these splotches have been reduced some of them have disappeared so I'm going to go over to custom and manually change this from minus 2 to 0 now this is going to give me a longer rendering time but look at the result no more splotching so we've fixed that issue as well so let's see how this entire scene is going to look like once we put a final render with these settings so let's see well I kind of stopped a video in mid rendering because I thought it was going to take a bit longer but since it's really not that complicated of a scene it finished rather quickly so this is what we are left with at the end so we saw how we can light up a scene with v-ray Sun we used the environment then we saw how we can directly control how the Sun is going to look like that's coming into the scene how we can control the shadows the Sun is casting and then we went over so how we can fix the splotching issues and at the end we even saw how to deal or how to control the ambient occlusion so with this as a base you should know the basics of how you would light up Sun in a an entire interior sea so I hope you guys liked this video and also you managed to learn something so if you would like me to make more than toss a like subscribe comment and share it around so we can reach more people so for now take care and I'll see you in the next video and remember like I said if there is anything else that you would like me to make or do I make any kind of video just leave it in the comments so thank you see you next time
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Channel: Denis Keman
Views: 145,383
Rating: undefined out of 5
Keywords: Lighting (Industry), V-Ray (Software), 3ds Max, Rendering
Id: 6WhwwyxbkJ4
Channel Id: undefined
Length: 24min 0sec (1440 seconds)
Published: Sun Sep 20 2015
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