- To avoid noise and other artifacts especially while rendering
sequences, don't add too much color to the material of the objects you want to use as
lights, increase their size instead.
- In 2.0+ you have an auto compute button which evaluates the correct settings for FG according to the size of the scene.
Once you modify the scene don't forget to recompute.
- I suggest that you don't keep the global ambiance (modify>ambiance) setting to 0, instead add a small amount, it will increase the bouncing of
colors and better illuminate the scene.
- You may try to use several different colored cards for light
sources instead of just one this will encourage the light bouncing
effect and give more complexity to the scene.
- If you require realistic
reflections you may want to look into HDRI images as environment maps.
Basically an hdri image contains a lot more information than a regular
bitmap image. HDR sources can be found here.
The HDRI2map converter can be found here.
- If you're into games,
you can illuminate your scene with FG then use render map on the
vertex color to transfer the color to the vertices. The results are
quite astonishing. This will transfer the FG samples to the vertex
colors of the objects in a specific group or pass giving a whole new
dimension to the game. Here
is some info for optimizing this process from Dave Lajoie (Project Manager - Rendering)
at Softimage.
- In 3.0 there is a new
pass called Image Based Lighting. This process allows you to use an
HDR image to control reflections and final gathering (shade) among
other things. A photo real image could be achieved in minutes. The
image of the orange capuccino machine was made with IBL.
©
Manny Papamanos. All rights reserved.
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