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Archviz Lighting

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    #31
    Yeah, I'm watching your tutorials, they are good, thanks for the feedback.
    Graeme van Rensburg
    Email: graeme@designgvr.com

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      #32
      Originally posted by Shoppe View Post
      This is good practice
      https://youtu.be/AbUuQ0H93II
      sorry for bumping old threads, but I find it quite disappointing that this video isn't available anymore.

      I'm really curious about it, sounds like priceless information lol
      virtualspacevs.com

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        #33
        Try this channel, great Tutorials on lighting - https://www.youtube.com/channel/UCf0...DwMyPj9MzgOWGQ , Unreal Lighting Academy,
        Graeme van Rensburg
        Email: graeme@designgvr.com

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          #34
          Originally posted by fael097 View Post

          sorry for bumping old threads, but I find it quite disappointing that this video isn't available anymore.

          I'm really curious about it, sounds like priceless information lol
          Yeh I would like to see it as well!

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            #35
            The rooms are always too dark. I push up the Post Process Volume then the room becomes washed out bright White and then the Exterior becomes too bright, looking out the window.
            I was looking for something on google and I bumped up to this old thread, maybe you found solution already but recently I’ve been playing with these setting and they give me the best results.

            If you want to add more light either from the skylight or from the directional light don’t push the intensity all the way up. The Intensity will increase the first contact area, once you get that area with the correct intensity then you worry about the rest of the room and you play with Indirect Light Intensity, that will increase all the light that is bounced after the first contact.

            You have both of those settings on Skylight and the Directional Light.

            That made sense to me and works quite well.

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              #36
              Originally posted by Graeme VR View Post
              Hi,

              I cannot get my lighting right when doing Archviz scenes. I keep struggling, project after project to make them look realistic.

              The lighting always gives issues.

              I follow all the steps (Lightmass Importance volume, Lightmass Portals around windows, Square Reflection boxes which encompass the rooms, post process volumes for every room, Skylight is Static and set to 1, Directional light is Stationary and 3.14).

              The rooms are always too dark. I push up the Post Process Volume then the room becomes washed out bright White and then the Exterior becomes too bright, looking out the window.

              I try put in point lights, but that makes the scene look artificial. ( See Kitchen pics below) I want to light my rooms naturally, just with skylight and directional light.

              I cannot get a harmony or realistic lighting for Interior with Exterior scenes. (Using multiple Post Process Units doesnt help because when I'm inside looking out window from inside, the Exterior
              is washed out white).

              My Post Process Volume Settings:

              Camera:
              Exposure Compensation: -0.3
              Min Brightness: 0.25
              Max Brightness: 0.25

              I've tried playing with these numbers but cannot get it right.

              Should I be playing around with the Camera Settings in Post Process Volume, like Shutter Speed, ISO and Aperture?

              Doesn't matter what I do I still get dark corners and Lightmap issues with Overlapping, especially in corners and on my trims.

              I need a lighting setup for Interior/Exterior scenes where both can be lit as realistically as possible as I have clients who want the Photo-realistic quality for their

              Real Time renders.

              My Lightmass World Settings -

              Static Lighting Level Scale: 0.2
              Num Indirect Lighting Bounces: 15
              Num Sky Lighting Bounces: 10
              Indirect Lighting Quality: 5
              Indirect Lighting Smoothness: .75

              As you can see in my pics, everything looks flat, no definition and I'm using substance materials.

              Any help would be great, thanks.
              I would suggest you start with a fairly easy (almost empty) scene containing not more than walls and few furniture pieces. Try to nail the lightmaps on walls and floor - as many have already suggested, don't worry about green or red lightmaps (Density of maps) in archvis as you will easily require 2K resolution on floor and ceiling anyway. Make it as test scene for future light combinations and so on.

              Light your scene with one light at a time i.e. start with skylight for indirect lighting, get it to the right intensity (use Post Production Volume) of diffused bounces and contact shadows. Add other lights later on (Like direct light and interior fitting lights) as per requirement. I had whole scenes only light by a single HDRI maps in skylight and giving me very good results.

              There are so many variables in UE4 when its come to correct lighting approach, don't worry about if you done it right way or wrong, as there is no right way. What matters is the end result. But keep things organized and balanced by following certain approaches that already been tested in the field (i.e. start with a simple scene and introduce lights one by one so you can control the light intensity and other stuff easily).

              I would suggest you start with these at the very beginning of the Archvis project -

              1. Disable Ambient Occlusion completely from "Project Settings" - this will give you proper results in light bake without over saturating the effect.
              2. Disable Auto Exposure from "Project Settings" - control it through post process volume.
              3. Keep the Skylight as stationary - will give you good results with slightly long bake times
              4. Don't forgot to increase the Cube Map resolution (In Skylight) and disable Mipmaps in HDRI Texture (uncheck sRGB also).
              5. Have thorough knowledge of Lightmaps - i.e. good unwrapping practices (avoid automatic unwrapping for critical components like - Walls, Floor and ceiling).
              6. Try to go through replies from community veterans deeply (they will provide best answers with pin point accuracy for the problem), we are blessed with some the of best community support out there and I am grateful to all who helped me during my struggling.
              7. and again keep things simple as possible in regard of materials and lighting setup.

              Actually nothing has changed from past 5 years in aspect of lightmass complexity and methods to achieve realistic results in Archvis. We still have people outputting awesome quality renders and VR projects with there particular approach always consisting of - Baselightmass.ini. It's saddened me.

              We need EPIC to come out with proper videos and guides concerning this process of getting "extreme" results concerning Lightmass and lighting approach for "Baked" scenes (I am still not impressed by the Realtime GI approach, as I am not particularly happy to suggest my clients to go and buy 1000+ dollar graphics card to run the files properly). Recently uploaded videos on YouTube about the realtime GI and rendering in automotive by Epic's Daryl Obert - Titled - Achieving Higher Visual Fidelity with Ray Tracing | Unreal Fest Online 2020 are wonderful examples of how EPIC can really help in this regard.

              Raghu
              http://rag3dviz.com
              HDRI Lighting Tutorial
              Basic UVW Workflow Tutorial

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