I was wondering if it is possible to get the same sun lighting
That the other external renders have Luxrender,octane render,Vray ect.
I know that the blender internal is basic. But are there options in the blender interface [no scripting] that can achieve this?
*The sun lamp just dosent give off the realism that i want, that is why i tend to stay with the external renders, but i said to my self if im going to use blender, i might as well know how to do it
If so, please give a detailed step by step how to do so.
Well - I hope its not too late for this - but you can get a pretty good result (not super realistic though) if you understand the real physics of light. Try wikipedia for more details, but simply put, in real life, light rays bounces everywhere until it fades out. All objects reflects light, but in a very diffuse way and their pigments changes the light frequency - the color. That’s why the color of the objects in 3D world is called “diffuse”.
Blender’s internal renderer - as most internal renderers - doesn’t simulate the light bounces (the diffuse indirect reflections) automatically, only renderers like Mental Ray, Vray, Octane and such. So, to get the indirect lighting effect, we need to place lights by hand where the light should bounce, and always with specular turned off, because specular highlights exists to simulate only the reflection on the light sources, not indirect lights.
So, inside Blender (or in other 3D software), for a external scene you can use a yellowish sun light (energy of about 2.00) for simulate the sun (with raytraced shadows and 8+ samples), a blueish hemi light (to simulate a clear day’s ambient lighting, energy of about 0.200) and a soft raytraced Ambient Occlusion to get a more realistic effect (8+ samples and set the “Factor” value at 0 and use the compositor instead for mixing and tweaking it). Near the walls you can use soft area lights on the ground to get the bounced light effect (with raytraced shadows on or they will “leak” trough objects).
For a internal scene you can use a area light on each window (raytraced shadows - 8+ samples) instead the hemi light as ambient lighting (with the color of the sky texture) and to simulate the bounced light use several soft area lights with the color of the “bouncing objects” and walls.
For compositing inside Blender there’s a really nice (paid) tutorial by Sebastian König at CMI VFX on this subject. The e-book The WOW Factor by Andrew Price is good too. For light theory and application there’s some really good training on the Gnomon Workshop website. All of them is worth every cent.
you can get some great lighting out of blender if you know what your doing but the biggest thing that makes external render so good is indirect lighting where light hits an object like a wall and essentially turning it into another light source, now you could fake it but the results are not going to be as good as for eg: luxblend25(luxrender) have a search around youtube for some lighting setups im sure theres something out there.
but at the end of the day best way to learn is to do, play around with all the lights. try the monkey head(suzanne) make some different setups and see what works for you.