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Try setting assumed_gamma to somthing very low, like 1 or 0.5. This will
brighten everything up, hopfully simulating the natural adjustment our
eyes make in low-light situations.
John Pallett wrote:
> Help, gurus!
>
> I have several indoor scenes where the primary source of illumination is
> sunlight coming through one (or several windows). After playing with
> gigantic white spheres outside my building, parallel lights coming through
> the windows, and every radiosity setting combination I can think of, I
> cannot get the room to look real. Some typical results:
>
> - If I crank my "sunlight" (a parallel light) up to rgb<100,100,100> I get
> very blotchy results, though the room is lit reasonably well
> - If I crank my "ambient white sphere" (a gigantic sphere outside my
> building) to have ambient 100, I get strange artifacts
> - If I leave lighting values down where they are reasonable (2 being a
> maximal value) my room is too dark, the light doesn't bounce in the room at
> all
> - If I turn recursion up to 20 and increase my count to 500, my results get
> a bit better... but it is REALLY slow and still very dark
> - Using a light INSIDE my room gives me great results! It is just the
> sunlight that I am having trouble with.
>
> Some notes:
>
> - My materials all have a diffuse value from 0.9 to 1.0 - so they should be
> scattering the light around the room nicely
> - I tried playing with "Brightness" above values of 1.0 which light up my
> room, but make my contrast levels look strange
>
> ... my goal here is to have a generic "sunlight" method that I can use with
> several indoor scenes, which does not require an hour for each frame. Is
> this a feasible task? Please tell me that I don't need to add area lights
> to each window. :)
>
> Any suggestions greatly appreciated, sample scenes, anything.
>
> Cheers,
> JP
>
>
>
--
Samuel Benge
sbe### [at] caltel com
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