In this Live recorded tutorial, Edwin Braun talks about illumination an interior with a few setups:
Max 2020
The scene starts with IES light in a no window interior hall.
ActiveShade mode in Max viewport. GI is off. A typical rendering that is non-global namely, no bounced light.
Edwin touch on 'progressive light' option (under finalRender setup menu - Options) when off, graininess is gone.
Switch to Production Rendering mode
Transfer from Production to ActiveShade - test of GI effects / on GI effects
With more direct light from GI rendering time slightly longer to render
Production Rendering mode - on progressive light option, the image gets more grainy. On the Lightcache (under Secondary G.I.) Re-render using this lightcache and 'transfer' from Production mode to ActiveShade - unsuccessful. Lightcache did not transfer...
Let's do now the other option under Secondary G.I.: Path-tracing - 20 secs to render.
Use the lightcache settings - check for speed, smoothness and graininess. Adjusting illumination for smoother results. Adjust the lightcache radius - render 20 secs and compare image results: higher brightness level, you see greater light bounces.
Try physical camera - adjust real world physically-accurate, in real time : on/off GI settings under fR setup.
Back to what about the reflections (of the lightings onto the floor to achieve realism?) - adjust from the right-menu fR-AreaLights - on the visibility of the light bulbs - you still cannot get the reflections going!
How about enlarging the light source dimensions - re-render
So now you see the spots of bright disc resembling the bulbs in the ceiling discs and you see the reflections now on the floor.
Double the intensity of the lights - re-render. Not good as the whole image goes illuminated with the rush of brightness and the reflections are still not accurate.
fR AreaLight: how about making the light discs actual size to the area of the light source?
Now remove lights and see the ceiling lights appear as a dark space but the interior is still illuminated 9that is without the 'ceiling lights source' on)
** How can we best get independent control of the reflections? Material Editor - adjust diffuse light to '0'. Adjust a spot of light to represent the light bulbs. Now, ON 'self illumination' (under material Editor) that is you are artificially powering up the illumination. **
Adjust the fR-AreaLight - Specular (under affect surfaces)
What happens in a worse case scenario - no light source at all. What happens?
Material Editor on the 'illuminate the scene' (under glow option) maybe an inefficient way but could be helpful if the image self-illumination is strong enough.
-- RECAP --
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