As mentioned in the previous (daylight) description, all the info about the light setup can be found [here]. The main difference in this render is obviously the lack of the multi-replicated lights. There is no postwork in this render. Rendertime: 1h 45mins. I hope I've captured both daylight and night-time moods well enough.
Still looks great!!! And I still think one of mine, maybe the new one "Concentric", would go perfectly on that wall. (hint hint) ;-)
Join Date: 05.26.2004 Comments: 4720
Looks perfectly natural to me. The caustics from the spots on the wall is amazing. Also, the mood differs between the day and night versions as it should. I think that the mostly monochrome picture on the wall is nicely complementing the strong colours from the furniture (sorry spektyr). Sure, another 5/5, what else?
Join Date: 06.04.2006 Comments: 2610
I love it. I will say though that to my eye there are a couple of considerations in this nighttime version.
I too have been struggling with what I will mention so tell me if you can understand where I am coming from.
In my opinion the random cluster for ambient light should still have been present even in this nighttime version. For me it comes down to the fact that the walls in the daylit version look like they have a white wall color. Not blaring white but still a comfortable whiteness and not gray. In this nighttime version it looks like the walls have been painted gray. Now I know that the nighttime scene holds less light so it makes sense to a certain degree that the wall would not appear to be bright, but the fact still remains that a white wall should still look like a white wall in comparison to the other objects and colors in the scene. For some reason these walls look darker than they should. Also there are some areas perhaps along the window sills and the left side of the small table that have very deep shadows, too deep. If the walls were whitish they would be very efficient at bouncing whatever light was available, even this dim indoor light. This trick of making white colored objects appear white even in low light is a challenge because the tendency is to go grey but nature seems not to be that way. I can always tell what color a thing should be in real life regardless of the light imposed. Part of what will help sell the whiteness of the walls along with brighten then to a slightly closer to white feeling is the random cluster.
I would go so far as to say that personally I do not think I will ever render an indoor scene again without the random cluster, it is essential to all indoor light simulations even nighttime. This nighttime version does not look quite as photorealistic as the daytime scene perhaps because of the influence of the random cluster.
Still this is fantastic work and I do believe it looks amazing and please submit this and the daylight version to the Daz Bryce galleries, we need some stuff like this over there.
Join Date: 04.15.2004 Comments: 1092
I understand clearly what you mean, Rashad and I both agree and disagree to a certain level with your comment. So let me explain - in all the references I was working with, the light in the night scenes was "acting" differently. This had to do with the lightbulbs' properties (type, watts, intensities) and the camera ISO speed, exposure levels and such for the shot. The different combo between those gives so much different results, oh, and let us not forget the scale of the interior itself. I was going for a medium soft dark and (as Spektyr said) comfy light feeling.
In a nighttime scene an interior light body casts much more saturated light. I guess you already know that. My saturation consist not only in light-color tint of the invisible improvised bulb, but also in medium levels of gray for the lamp's glassy outer part and in slightly orange color for the inner matte part. The matte glass is far less transparent and it's partially blocking the 400 intensity of the squared falloff radial (see the img link provided) and due to a strong soft shadow properties the result is evident as a weak orange- and more noticable gray color gradient on the walls. With stronger intensity or different falloff the room should look more brightly lit and thus some of the shaded places will popup. But I'll lose the mood I was going for. As for the shadows themselves - this is all correctable from the sky lab shadow intensity. In the above night shot they were 75%. Everything changes drastically towards better when those are at 40%. Also I tried the radial cluster with deeper gray color in the gradient but the two things that it did was to brighten the room too much and increasing the render time exponentialy.
As a whole I can tell that I agree with your statement for the too deep shadows, though I dont really think that every night interior should have always the light cluster applied. My scenario did not required it. And this was the attic, what will happen in a basement, a living room? That's right - it all depends on the type of interior, depends on the lighting scheme. Maybe if I was to try to recreate your "living large" interior.. maybe this would be a good place to add and arrange the radial lights cluster, who knows. :)
Many thanks for the critique and observations for this image and thank you once again for your co-work with Horo and David for bringing the GI tutorial to the surface. See you around.
Join Date: 06.04.2006 Comments: 2610
You are welcome, though admittedly I had little to do with the development of the tutorial itself, that was surely David and Horo. Before the tut I was content lighitng scenes with spotlights along the major walls, but spotlights alone do not handle corners very well. The random cluster on the other hand does a fantastic job of rounding corners and hiding the bands so that is why I am so in love with the random cluster as a theoretic indirect light solution for indoor scenes especially. It does add a huge amount of time to the render. Anyhow this conversation has got me curious about something with the color white and different indirect light levels. I have a test to run, see ya soon.
Join Date: 08.01.2008 Comments: 43
I look at this for it's artistic value, your lighting seems to be natural, as your shadows are cast from the visible light sources. Your textures are believable, especially the flooring. I am especially impressed by the render time, by the time I get ready for my final render, it usually takes a day or two.