Forum Archive › BC1-1908 Homework-Spikeyxxx
@spikeyxxx good start. what you can do is add hdri texture to the world to bring up the overral ambient light, and give it more light. you can alway darken the picture if its too bright, but going other way around is harder.
@louhikarme Thanks Kaj, I wiil give it a try, but as this is an interior with only two holes, where the light comes in, and that’s moonlight and coming from ‘above’ I don’t know if that will have a lot of effect…
Well, I guess I can ‘open up’ the sides…
I’ll try that, thanks again!
@spikeyxxx hdri will help on the ambience. it will crack through and bring up the overral levels. which helps in compositing to dial it back down. also you can add lights inside and not open up the sides, for all in purposes, there could be lantern behind the camera that lights the insides aswell. if you look the references Kent put they have lot of ambient light and shadows.
@louhikarme The whole scene is inside a cube, so I’ll have to open up the sides (of that cube), otherwise the HDRI won’t have any effect…
@spikeyxxx not sure i understand, but you have cube around the planks and other stuff? if that’s the case, why? i’m interested what that would do?
@louhikarme That is because otherwise too much ‘sunlight’ shines through the planks. I wouldn’t mind a bit of environment shining through, on the contrary, but with Eevee the (‘sun’)light seeps through way too extreme…
Any way, this is with an HDRI:

and I like it a lot better!
Not perfect yet, but closer;)
Thanks again Kaj!
@spikeyxxx I would definitely use an HDRi to get realistic reflections (do you have screen space reflections turned on?), so maybe opening op the cube but use an interior one? And then a light through the staircase to simulate the moon like you already have and the orange light to simulate lamps works well too, so that’s good already 🙂
Maybe keep the hdri low to only get reflections and a little bit of ambient light, and using an additional area light or two (one blue and one orange) for the rest of ambient lighting, on which you then turn all shadow casting off so it only contributes to the lighting. Definitely use volumetrics and turn soft shadows on that will up the ambience a lot.
Just some thoughts 😉
@smurfmier1985 Thanks, I already did most of that, apart from the aditional area lights and soft shadows;)
(Just now…)
I’ll try that!
@spikeyxxx what you can do with the light shining through is that you set the hdri transparent during render time, then in compositing have dark background. that way you can have depth in the wall planks aswell.
the pic looks lot better now.
@spikeyxxx I saw it 🙂
You can also add a cube map and bake reflections to get better ones. Those are not real-time but since this is a still render it works nicely.
Also a thought maybe a noise texture in the volumetrics to get some floating dust?
@louhikarme No, unfortunately I can’t. It’s not the HDRI shining through, I wouldn’t mind that, it’s the ‘sun’!
Soft shadows, higher density volumetrics and slightly desaturated blue light:

Hmmm….
@smurfmier1985 Already used an irradiance map and baked the indirect lighting..
I tried a noise texture in the volume some time ago and it looked horrible!
But so much has changed now in shaders and light, I’ll give it another try, who knows….
@spikeyxxx irradiance is global illumination, that’s different than reflection cubemap. Using both produces the best results 🙂
I used multiple noise textures to create cloudy mist for the Halloween contest last year, worked great for me then 🙂
@spikeyxxx maybe density between first and last picture, split the difference, and noise would really help break up the cg perfectness of it I think.. As well as more reflections it looks very diffuse still. And some more orange lamp light / candle light to bring some contrast.
All just suggestions and ideas, it’s your art piece so please do what you like most 😉
@smurfmier1985 Thanks Miranda!
I am still experimenting, all suggestions are more than welcome!
I also thought it needs more orange light.
As for the reflections, it’s old dusty wood….won’t have much reflection going on I think…
But I will give it a try, see how it looks. Although, in my opinion, most CG artists like reflections a bit too much;)
Noise textures for cloudy mist are a good idea, but I just can”t get it to work for small dust particles.
I’ll try reducing the density; always good to get the ‘extremes’ first and then dial it in;)
Again, thanks for your help.