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Topic: Party Room: It's not a party till it's bouncin'.

posted by JSONEDECKER
archived on 30.4.2002

I have been messing around with VRay for a few weeks now and have started to try and actually do something with it. I am looking for some general "rules" for doing architectural lighting. I'm not looking for a "somebody do this for me" answer, but a point in the right direction. I have used Lightscape and Viz4 a bit and liked that you could get a good starting point with the photometric lights and whatnot, but I am struggling with getting what I want with VRay.
The first image is what I am trying to accomplish and the second one is my attempt. I have put a direct light for the sun and a square spot for each of the ceiling lights. All the materials and objects are quick placeholders until I can figure this lighting out. The third image is my GI settings.


Render Parameters

Follow-ups

Comment: Hello. It seems to me you need to turn on those seconcary bounces and give them at least 6 bounce steps to get some light in without resorting to those 3 and 4 x multipliers.

Comment: The multiplier for the diffuse and secondary bounces allow you to adjust how much energy the light retains when it bounces off of a surface (at least that is my understanding). Numbers like 3 and 4 are pretty high in my opinion. The reason you have them so high is because you have secondary bounces set to none. Basically, all the light in your scene right now is only bouncing once. Attached is an example of the settings I usually end up using when creating an interior rendering. Of course every interior is different, but these settings might be a good place to start,
First diffuse bounce Multiplier = 1.5
Min = –4 Max = –1
Ctrl thresh = 0.8 HSph subdivs = 30
Nrm thresh = 0.5 Interp samples = 50
Secondary bounce Multiplier = 1.5
Subdivs = 30 Depth = 5

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