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Lighting a scene realistically is one of the most challenging aspects of producing photorealistic renderings.
Choose the Instance copy method, and use similar parameters to the ones covered earlier.
It's also common to tweak with the "Bitmap" "Offset" coordinate values in "V" and/or "U" to help target specific areas of the bitmap.
Note: When implementing the above mentioned technique using the VRay mesh light, the default "Sampling" "Subdivs" value of 8 may yield inaccurate/unrealistic shadows. To correct this, simply increase the "Subdivs" to 64.
While this value will produce realistic/accurate shadows, it will NOT increase the rendering times due to the "Store with Irradiance map" function being enabled.
Furthermore, when sending the final render, the "Indirect Illumination" "Irradiance map " values need to be set to "Medium" or "High".
Note: If the bitmap colours emitted by the sphere light are not prominent enough in the scene, simply use the "Color Correction" procedural map on top of the main bitmap; and increase its "Saturation" value until satisfied.
To apply it, simply open the "Material/Map browser" dialog and choose it from its list. This topic was covered in this post HERE.
Alternatively, increase the saturation in Photoshop and re-save the main bitmap.
To emulate the Payless self-illuminated display screen on the right hand side; I have simply created an object with a Payless self-illuminated bitmap assigned to the object, and placed a rectangular light in front of it to emit rays of the same image using the techniques covered earlier.
I hope you have found this article interesting!
|Course 1: Exterior Daylight with V-Ray + 3ds Max + Photoshop|
|Course 2: Exterior Night with V-Ray + 3ds Max + Photoshop|
|Course 3: Interior Daylight with V-Ray + 3ds Max + Photoshop|
|Course 4: Interior Night with V-Ray + 3ds Max + Photoshop|
|Course 5: Studio Lights with V-Ray + 3ds Max + Photoshop|
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Architectural Visualisation Tips & Tricks