doe.1971 wrote: ↑Wed Jun 28, 2023 4:06 pm
bleumune wrote: ↑Wed Jun 28, 2023 2:45 am
The lighting came with the castle scene. When I did a test render with the people and the coach added, I couldn't see any reason to change the lighting.
However, I'm not sure what you mean about indirect lights. I thought that was lighting that bounced off other parts of the scene other than being directed at the character.
Exactly. It looks good but usually required more rendering time. One can define the number of bounces, the higher, the better but slower. I stay away from direct unnatural light, like studio setups, spot or areas because my scenes of interest are all in older times when such modern sources of light were not around. So infinite (sunlight) or indirect (evenings) are my main choices.
I did that first scene some time ago and I don't remember how long it took to render. Before I got my new computer with the monster Nvidia graphics card, almost any scene I did was an overnight render.
You'll undoubtedly note that I prefer to well light my scenes, and there's a reason for that. I know a lot of graphic artists consider a dark dungeon scene as more artistic and realistic, but I disagree. I think they're forgetting about how our eyes dilate in low light and our minds compensate so that even a dungeon with nothing but candles and torches will look well lit. (smoky perhaps, but well lit. Perhaps I ought to use atmospheric smoke more, but those purchased capabilities are still waiting for me to read the how-to documentation!

)
As for bouncing light, Iray is a physical rendering system that lets light bounce off the walls, ceilings, etc., and I've got a few lighting methods that work well enough for me. Then I can concentrate on the characters and the scene more! I LOVE Iray!
Thanks for your comments, doe! It's always great to hear from you. Now if you just left that Poser stuff behind and climbed the Daz learning curve . . .
