Natural lighting in interior environment
A few questions (many, actually) about interior archviz lighting:
a) What is the best way to recreate a natural lighting in an interior environment with relatively small windows?
b) Should I use a skylight for interior environments?
c) My current solution involves a directional light with intensity around 5 and an Indirect Lighting Intensity around 75. The result is kind of acceptable, but I get a lot of artifacts, especially in the corners, plus I had to lower a lot the diffuse boost of some object in order to avoid excessive color bleedings on the environment. Is this setup correct?
d) I've seen that in the realistic render sample some spot lights are used to fill in, would this help in reducing artifacts?
e) How should I size up the lighting importance volume? Why smaller values are causing very dark lightmaps and why larger volumes seem to reduce lightmaps' artifacts?
f) How can I avoid banding on the lightmaps? In some cases I'm already at 512, should I go even higher in resolution?
g) Are there other parameters I can tweak if I want to achieve very high quality and photorealism in a relatively small environment?
PS: The artifacts I'm talking about are not related to UV layout of the single meshes (e.g. appear also on a mesh made with 1 simple plane) and are probably due to some interaction of different objects in the scene. Thank you in advance for any help!!
asked Jun 25 '14 at 04:05 PM in Rendering
I'm not an artist but can answer some of these.
Static spot lights oriented into the window can go a long way for getting high quality area lighting, check out how the Realistic Rendering sample is setup.
If you have a mix of indoor and outdoor, the skylight will excel. If you have a bright sky and small windows, it will cause artifacts (although you can combat them by jacking up the IndirectLightingQuality).
IndirectLightingIntensity of anything over ~5 is going to expose a bunch of GI solver artifacts and I would recommend trying to find another way. Why do you need that much bounce lighting on the sun? If your outdoors is setup properly (sun + sky light sources) then I don't see why you would need so much bounce.
Just make sure it contains anything you want to have accurate GI on, or where a dynamic object can go. Usually you do not put background / vista geometry in it, to reduce build times.
Need screenshot to know what artifact it is, there are several: insufficient resolution, lightmap compression, seams.
For GI, setting IndirectLIghtingQuality to ~6 and IndirectLightingSmoothness to ~.6 will give the best results, with a very long build time. This only affects solver quality, not lightmap resolution or compression artifacts.
answered Jun 26 '14 at 07:21 PM
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