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Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: Photorendering with too dark shadows » » » » Post: Re: Photorendering with too dark shadows |
Print at Dec 19, 2025, 10:04:26 PM |
| Posted by mazoola at May 15, 2016, 10:30:48 PM |
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Re: Photorendering with too dark shadows Unfortunately, lighting a highest-quality render in SH3D -- or, for that matter, virtually any ray-tracer -- is as much an art as a science. If you look through the gallery forum, you'll find many of the best-looking renders may use a dozen or more light sources -- per room. And if you spend some time digging through the threads, you'll find there are nearly as many theories of how best to light a scene as there are users of SH3D. The good news is that while the learning curve can be steep, it's usually blessedly short: An hour or two devoted solely to lighting, and you should be comfortable dealing with pretty much any scene you can concoct. I'm going to describe my approach -- but keep in mind what seems intuitive to me may make little sense to you. (When I first started working with SH3D, I slogged through the posts and tried to imitate scenarios that worked beautifully for others -- most notably the 'stacked' lighting array that places several large, relatively low-power lights at a single [x,y] location but at different elevations -- for instance, 2-foot diameter lights at 15% power at 2', 4' and 6' heights. No matter what I tried, my renders were always godawful, while the ones in the forum -- using the same settings -- looked great.) First, though, some handy generalizations:
Personally, for interior scenes, I've had the most luck when I begin by imitating how the scene would be lit in real life. First, I place small (1" - 3") lights near the ceiling, more-or-less in the locations where ceiling fixtures would go. (I typically use a 'ceiling fixture' object, containing a small -- 1/4" or so -- light source, along with a 'parabolic reflector' and a slight rim to prevent spillover from burning out the ceiling when rendering from a low-elevation POV. However, before I became so anal about it, I had perfectly acceptable results using a 1" light source elevated to [ceiling height - 0.5"].) I usually start with a power of 25%, but may later drop that to as low as 15%, depending on the total number of light sources in the final scene. Second, I place small, very low-power (5% to 8%) light sources in any non-ceiling light fixtures: wall sconces, swag lamps, spot or flood lights, task lights, table lamps, and so on. I've gone as low as 2% for special-purpose lighting (for instance, a lamp built into a piece of machinery intended to illuminate a work surface). Third, I generate a high-quality (Q4) render -- which, more than likely, looks like... well, doesn't look very good, usually because there are large areas that are either underlit (dark) or poorly lit (overly contrasted). These I try to correct by dropping in large (1' to 5'), low- to medium-powered (usually 8% to 15%), low-elevation (1' to 5') light sources. To avoid burned-out (overly illuminated) spots on walls or furniture, I try to keep lights at least 2' from the nearest anything else. This sometimes limits the maximum usable diameter: For instance, if I have a 3'-tall sofa in a room with 8' ceilings, the largest light source I can use is one 1' in diameter (3' + 2' = 5'; 8' - 2' = 6'; therefore, I can only have a light source between 5' and 6'). (In the previous example, I would probably create several 1' diameter lights at 5' elevation and, say, 8% power, and position them 2' to 3' apart.) Of course, once I've placed a couple such 'fill' lights, I generate another Q4 render, since the addition of fill-in illumination may be enough to cause my primary lights to burn-in. In that case, I'll drop 5% off the offending ceiling light source(s) and render again. Render, tweak, render, da capo.... With a little luck, eventually it looks the way I want it to look. I hope some of this helps -- and, let me assure you, it's nowhere nearly as difficult as I've made it sound! maz |
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