There was a lot of trial and error to get the final setup. Final settings for the ray-traced lighting.All of the settings were tweaked to help add imperfection and believability. With the speed of Toolbag’s rendering on RTX hardware, it made sense to review and adjust continually at the desired quality. They were adjusted continually in the closing stages of the project, and all test renders were done at nearly full render quality. The final camera and image settings can be seen above. From there, it was a case of layering up the lights in a controlled manner. So I replicated a black box environment by not using an HDRI, which meant the environment’s contribution to the lighting was zero/black. Without ray tracing, I would not have accurately depicted a lot of the complex material definition and layering of surfaces in the scene, and the original test project would have probably been left to gather more dust! Lightingįor the lighting in the scene, I wanted to capture the feel of a traditional still life where there is little influence on the objects from a wider environment. Accurate contact shadows grounding assets in the scene (no more floaty objects!).Multi-bounce GI (the gold-colored light bounces indirectly illuminating the underside of the grapes and around the cheese).Accurately rendered glass and liquids with correct thickness and refraction.
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