Author Topic: hdri with roof  (Read 1655 times)

2023-09-17, 15:24:51

celmar

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hello! i have a scene of a large room, without windows, with a ceiling visible in the rendering... how can i recreate a glmobal illumination, a soft diffused light, with this ceiling interposed between the "sky" and the interior! thanks for your help!

2023-09-18, 08:00:13
Reply #1

bnji

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Hi there,
It will be best to include screenshots or at least some reference images of what you're trying to achieve.
Without any additional info, it will be hard to provide an accurate suggestion/solution.
Looking forward to hearing from you.
Benjamin Rosas | chaos-corona.com
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2023-09-18, 09:33:15
Reply #2

Beanzvision

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Yeah it's hard to say without seeing/knowing more. One trick you could do is to use a C4D light in a cloner and turn off the shadows. Kinda old school and fake. ;)
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2023-09-19, 20:04:58
Reply #3

BigAl3D

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Maybe post an example of the final result you're trying to achieve. I was going to give you a couple ideas, but not knowing what the end goal is makes it difficult.

The example light setup is an old-school trick, BUT we also had Ambient Occlusion to fake the shadows.
« Last Edit: 2023-09-19, 20:15:37 by BigAl3D »

2023-09-20, 17:17:55
Reply #4

Stefan-L

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my method is:
used hdri in sky as normal,
then exclude some wall elements from GI.

This way you have still closed looking room with nice hdri GI light/mood coming in.
enhance this with some very soft and weak area lights maybe in the interior if needed.

Stefan

2023-09-20, 19:19:42
Reply #5

Ealexander

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Stefan beat me to it.  A Corona Compositing tag on the geometry with SEEN BY GI unchecked will let the outside light in.  It's unnatural, but can be done.

2023-10-22, 14:35:08
Reply #6

ingemar

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I can’t help wondering why you would want to light a closed room that way. As mentioned above, it’s possible but unnatural.

I’m sure you have thought about these options already, but I would either remove the back wall or light the room with Corona Lights. For even more realism, use HDR images of actual lightsources and add them as textures to flat polys. HDRs like these capture the light falloff, shape and internal reflections in a very realistic way.

2023-10-23, 17:21:57
Reply #7

Ealexander

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I can't speak for the OP, but for me - not all rendering is realistic or Natural.  Most of my renders are inside arenas or stadiums and there are times when I need to render out simple shots for geometry discussion or pipeline workflow verification that aren't about being lit, but just need to be seen, and while I can set up a lighting system for this, it's usually quicker to just toss a big HDRI in there and have it blow through the geometry of the arena.