![]() ![]() If the lights sources are visible in the scene then I guess you will have limited choice but you can replace them e.g. So based on the look you want, you may have to control the size of your ceiling lights. Large light source = softer light and shadow. Small light source = darker shadows and harsher light. You can even place a large light source outside the window to simulate sunlight. ![]() In octane if the sun in HDRI is in front of the camera, it produces darker ambient light than for the same scene if the light is behind the camera. But be careful with the sun direction the HDRI. HDRI generally produces better overall illumination in general than Octane Daylight in my opinion. I am not talking about photorealism, i just dont want lightsources to come from nowhere in the scene, that about it. But what is considered to be small?ģ) Maybe someone can share some tipps and tricks about lighting characters indoors while mantaining a somewhat realistic look. Because i remember reading that small light sources can be quite noise heavy. #Daz studio indoor lighting windows#But setting it this higher tends to burn out windows and the floor.Ģ) Is it a good idea to use small light sources to simulate ceiling lights? Say i use 2 "smaller" emitting spheres on the ceiling. So i do have a few questions regarding interior lighting.ġ) Is there a consensus if it is better to use and HDRI or the (new) Octane Daylight for the general "ambient light"? In terms of brightness i need to raise the power of either to something between 15-30 just to have the interior "okay-ish" illuminated. The problem i have is that making the interior AND the character look both, decently realistic and still well illuminated is bit difficult to say the least. I am currently facing the challenge of setting up some interior scenes with characters in them. ![]()
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