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[Max] Feature Requests / Re: In Render Hidden Lights, to add an Exclude list
« on: 2021-07-11, 15:23:09 »
If I understand your workflow correctly, you mostly have Sun+Environment light, as physical as possible (not using fakes such as big lights in front of windows), some inner lights in different places of interior, you work and adjust the whole scene from views/cameras for which the exposure is adjusted accordingly (through VFB or overrides for CoronaCamera), e.g. -2EV, and you want to isolate an object to work on it separately, yet you get a high exposure (with -2EV) for the isolated object in open air. As I understand the point/problem here is the exposure, seen picture and not specific lights contributing to it.
What you suggest is
• Having "Render hidden lights" enabled, so you see your isolated object with (some) interior lighting when Isolated, yet the Sun and Sky are excluded.
• Having a list named maybe "Isolation mode include/exclude list) next to it
• In the list you want to exclude Sun and Sky and maybe other lights also, so they are not visible/rendered when in Isolation mode.
I believe this is not a very good solution to the "problem", more precisely the situation, and the points I mentioned earlier will come in to play.
Here is why:
• Let say you are working on a table in the scene's living room, with no isolation mode, there are both the sun, environment, interior lights which contribute to the whole lighting and you make the adjustments on it.
You isolate the table, your suggested solution is used, in this case you see the isolated table lit by only the interior lights, Sun and/or Sky are excluded. This will bring almost completely different lighting and inconsistency in table's shading, modeling workflow, I believe.
• Let say you are working on a table in the scene's living room, the lights are in the "render hidden lights" include/exclude list and the isolation mode is working as you want, then you decide to isolate and work on a chair in bedroom. Bedroom and living room are lit differently from environment light (e.g. living room has bigger windows and hence more lighting from outside), the walls, floor plan and other elements also contribute to this difference and you get into isolation mode with chair, where again the Sun and/or environment lighting are excluded. This in my opinion will bring the need to adjust the lights in the list again for the chair. And even if you manage to tweak it the way you like, you exit from isolation mode and the environment and sun get back and contribute to the lighting to the chair in a way, different from the table in living room (you are not "visually" sure what exiting isolation mode will bring in different cases). I hope you get my point of inconsistency and confusion.
Here I think the best thing is to just adjust, well, the exposure, e.g. I have -4.5 for exterior when isolating and revert back to the interior exposure after isolation. I worked like this a lot and it was never a problem. This exposure thing can even be solved easily if you have CoronaCameras in the interior with their per-camera exposure override and having a separate EV for VFB when isolating, so no changing is needed.
Or another tip from me: I generally create selection sets for isolation purposes or just name the interior cage (main blocks of interior, floor, ceiling, walls etc.), which is the main thing affecting the exposure of the interior in general, in a way that it's easily selected (or just grouping its components if needed), select it and then select the object I want to isolate it with and isolate. That's it. It brings both the "Render hidden lights" option's and lighting consistency's benefit for the objects' shading/modeling.
In general, if your scene is not too heavy and you can quickly see updates in IR for the object you are working on, with all the objects being visible, having a good control in viewport movement, panning, zooming, virtual walkthrough etc. is the best option to go with. I would recommend getting deft with it, if you are not already.
Regards,
Aram
What you suggest is
• Having "Render hidden lights" enabled, so you see your isolated object with (some) interior lighting when Isolated, yet the Sun and Sky are excluded.
• Having a list named maybe "Isolation mode include/exclude list) next to it
• In the list you want to exclude Sun and Sky and maybe other lights also, so they are not visible/rendered when in Isolation mode.
I believe this is not a very good solution to the "problem", more precisely the situation, and the points I mentioned earlier will come in to play.
Here is why:
• Let say you are working on a table in the scene's living room, with no isolation mode, there are both the sun, environment, interior lights which contribute to the whole lighting and you make the adjustments on it.
You isolate the table, your suggested solution is used, in this case you see the isolated table lit by only the interior lights, Sun and/or Sky are excluded. This will bring almost completely different lighting and inconsistency in table's shading, modeling workflow, I believe.
• Let say you are working on a table in the scene's living room, the lights are in the "render hidden lights" include/exclude list and the isolation mode is working as you want, then you decide to isolate and work on a chair in bedroom. Bedroom and living room are lit differently from environment light (e.g. living room has bigger windows and hence more lighting from outside), the walls, floor plan and other elements also contribute to this difference and you get into isolation mode with chair, where again the Sun and/or environment lighting are excluded. This in my opinion will bring the need to adjust the lights in the list again for the chair. And even if you manage to tweak it the way you like, you exit from isolation mode and the environment and sun get back and contribute to the lighting to the chair in a way, different from the table in living room (you are not "visually" sure what exiting isolation mode will bring in different cases). I hope you get my point of inconsistency and confusion.
Here I think the best thing is to just adjust, well, the exposure, e.g. I have -4.5 for exterior when isolating and revert back to the interior exposure after isolation. I worked like this a lot and it was never a problem. This exposure thing can even be solved easily if you have CoronaCameras in the interior with their per-camera exposure override and having a separate EV for VFB when isolating, so no changing is needed.
Or another tip from me: I generally create selection sets for isolation purposes or just name the interior cage (main blocks of interior, floor, ceiling, walls etc.), which is the main thing affecting the exposure of the interior in general, in a way that it's easily selected (or just grouping its components if needed), select it and then select the object I want to isolate it with and isolate. That's it. It brings both the "Render hidden lights" option's and lighting consistency's benefit for the objects' shading/modeling.
In general, if your scene is not too heavy and you can quickly see updates in IR for the object you are working on, with all the objects being visible, having a good control in viewport movement, panning, zooming, virtual walkthrough etc. is the best option to go with. I would recommend getting deft with it, if you are not already.
Regards,
Aram