Interior Lighting For Maya

Average rating (from 4) || This 49-page eBook provides a detailed account of building, texturing and lighting the interior of a Gothic church based upon a concept painting. This series begins with the key principles and techniques used to model the environment before moving on to a chapter dedicated to creating a gargoyle in ZBrush - the focal point in the scene. Here the author starts by creating a rough body using ZSpheres and move through the numerous sculpting phases, modeling the details for each part of the character and highlighting the various brushes and tools used throughout. The final chapters cover texturing, lighting and rendering the scene, along with post-production in Photoshop and culminate in a stylish 3D version of the original concept. Original scene: Richard Tilbury Tutorial by: Tiong-seah Yap (Maya) and Jesse Sandifier (ZBrush) Platform: Maya, ZBrush & Photoshop Format: DOWNLOAD ONLY PDF Buy together and get 10% discount*: Gothic Church Interior Creation - Maya (Download Only)

Aquarium - Maya (Download Only) * Discount is applied at the checkout.Post 1 of 8 I'm modeling the interior of a floorplan using mental ray for my lighting. I have a target spot just above where each ceiling light is meant to be. When I render there are light spots relected around the room. At first I thought it might have been from the material I had on the light fixture shades, I'm using an autodesk preset 'glass frosted - clear', but deleting the shades makes no difference.
End Control For Vertical BlindsAny ideas on what it could be?
Elastic Dining Chair Seat Covers In your Render-Setup, go to Global Illumination Tab and increas the "Interpolate over Num. FG Points"-Value vom 30 to 100 or sth.
Bathroom Sink Cabinets Marble

Post 2 of 8 Post 3 of 8 Post 4 of 8 I've increased to well over 100 and I can't seem to get rid of the disco ball effects. Post 5 of 8 Maybe you can upload your scene, so i can look into it?codyEP89H wrote:I've increased to well over 100 and I can't seem to get rid of the disco ball effects. Post 6 of 8 Here's a stripped down model Thanks Post 7 of 8 Lots to explain here but I'll try to keep it simple.Mental Ray has a few way to calculate GI (not confuse with photon mapping) most of them have similar basic, a ray that is shot, number of time bouncing on the scene before it release the color and light info. The main one are Final Gather and Photon mapping (called Gi for some reason on Mental Ray)In your scene you could easily render that image only using Final Gather. Usually you should always try to only use Final Gather, if FG can't give you a good result, then turn on GI (Photon mapping) As mentioned early in this thread but with other scene, the problem was interpolation, but I am pretty sure it was interpolation of Final Gather rather than Photon mapping.

But before we move any setting we need to understand what's going on in our scene. Let say Mental ray send two rays to the scene (Final gather rays) they fall very close of each other, then Mental ray gets the info of both of them. Depending of the interpolation value Mental Ray will decide if it should mix those two values and release an average between two of them or release each value separate. When this "space" between ray is too far, you get dark areas, the closer to the place where the ray hit it get brighter, then you'll see those circles or disco ball effect as mentioned early. If you increase the interpolation value you may get ride of those dark areas because they are being averaged with the closer rays but this solution has a limit and of course a drawback. The limit is the amount of rays. If there are not enough ray for the scene everything will get dark and will look moldy or with darker areas. The drawback is you will lose detail in small geometry or areas such corners or soft shadows close where the furniture touch the ground for example.

The solution should be a mix of, increasing the density of your ray, how many rays and how much they interpolate. Same for FG and Photon Mapping. I the last specific scene, I did reset all the values to default. Then only use FG with this values: Point of density : 0.6Rays per FG points: 200Interpolation :90Bounces 5 I am still using Skylight with IBL, that when using some color in the environment also help to your lighting. I kept the AA Quality default. Only reduced the maximum to 8 so it render faster, but for final render you should leave it a 128 and increase quality to 1 or so, not sure if 10 will be reached unless you adjust the color threshold first. This disco ball effect is more visible when you use lights with shapes other than planes or disc. This is because when using cylinders, this light is shooting in all directions so mental ray not only have to calculate your direct lighting, but also the bounces light inside of the light fixture, or glass and this depending of the light fixture material will create more load to the sampling of FG.

I always try to avoid this shaped lights, what I do is place a self illuminated mat to display the light fixture and bellow that I place a plane light with uniform diffuse as distribution, this will ensure the light just travel directly to my scene and won't be wasted in extra bounces. This method will render faster and more clean. If you put your light inside of your light fixture, you should try to exclude the light fixture for that light. I attached your scene render first with the values above and cylindrical lights and then renders with plane lights.You can noticed that the ceiling still have some dark areas on the cylinder lights, you still need to increase FG rays and point of density to eliminate those, of course this means longer render time. On the second image, rendered with plane lights, the dark areas are gone. Hope this clear thing up a little and help you.let me know if you have any questions. Post 8 of 8 Thanks for the reply! This helped so much.V-Ray 2.0 for Maya – Daylight set up in an interior sceneHow to create a simple day light setup using V-Ray and Maya.V-Ray, ChaosGroup, tutorials, V-Ray tutorials, maya Category: Maya Tutorials, Tutorials, Vray TutorialsTags:ChaosGroup, Maya Tutorials, tutorials, V-Ray, V-Ray tutorials