Monday, December 5, 2011

Lighting Problem

Recently I found a great tutorial about a virtual studio which can be used for designing or testing purposes:
Illumination Tutorial for Industrial/ Product/ Furniture Design

I carefully followed the tutorials. However, when I was done, the result scene did not look quite right.

Here is my rendered scene:


Maybe it seems to be totally Ok for you. However, it does not for me!

The big ball has this awful parasite light on the left and on the right. The small one has it too, but less visible.



How to get rid of this reflection? I doubt the real studio set-up produces such results.

The virtual studio set-up:



May it be that the round wall material is too reflective? But I completely turned off the reflectivity.
Here is the info about the scene.
Materials:
  • Tea pot: Ceramic/Porcelain Ice White Autodesk Ceramic, High Gloss
  • Big ball: Autodesk Hardwood with beechwood_gunstock.png image, Unfinished
  • Small ball:  Autodesk Hardwood with Woods - Plastics.Finish Carpentry.Wood.Boards.png, Unfinished
  • Board: Autodesk Hardwood with red_oak_classic_natural.png, Unfinished
  • Scene round wall: Paint White, no glossiness, no reflectivity
Lights:
  • Skylight: Multiplier 0.2, Map 100.0
  • TPhotometricLight: Ray Traced Shadows, Emit Light from Rectangle 200x200 cm, Dimming 20% gives 300 lx)
  • Two boxes with self illuminating material: Luminance 500
Rendering settings:
click to see the bigger screen shot

What am I doing wrong?

P.S.
The top view point shows the parasite reflection even better:

Here is the glossy finishing for comparison:

With glossiness the reflection looks totally Ok.

5 comments:

  1. How about using glossy reflexions, but tuning them way down?

    ReplyDelete
  2. Nope, did not help
    See: https://lh6.googleusercontent.com/-MjCrfm623Ak/Tt7MdG1U7pI/AAAAAAAABgA/20H-e6FA7QQ/s640/trioTop_nonGlossyBalls_floorFinish02.jpg
    it was rendered with this wall material:
    https://lh5.googleusercontent.com/-p2uktayu0KY/Tt7MdP2IAsI/AAAAAAAABgE/R_PpGoEtI5E/s866/trioTop_nonGlossyBalls_floorFinish02_wallsMat.jpg

    (agggrh, do not know how to insert images, and HTML tags are not allowed)

    ReplyDelete
  3. I meant to turn on the glossy finishing on the ball, as in the last picture of your post. And, in order to make the ball look less glossy, there is probably an option to adjust the alpha value of the reflection?

    ReplyDelete
  4. 1. Make sure that in Render Setup/Assign Render/Material Editor and Production I have NVIDIA mental ray
    2. The size of the objects should be realistic, because the photometric light takes the size into account
    3. Instead of Autodesk Hardwood material use Acr& Design Material with the wood bitmaps for Diffuse Color Map and for Bump Map.

    ReplyDelete
  5. see http://ourlifein3d.blogspot.com/2011/12/lighting-problem-ii.html

    ReplyDelete