I’m trying to make this scene, and I have watched some videos and read some tutorials about ilumination, but almost all them talking about lighting a one object in the scene.
So, what you say about this scene and how could i get a better ilumination to improve my scene?
From your picture (which is otherwise excellent, by the way), it seems you have way too much ambient lighting in your scene, washing everything out, and making it look too flat. Have light coming in through your windows primarily, bouncing around your room. Your other lights should be there to assist that, keeping your shadows and darker corners in play while keeping the scene from being too dark overall.
I recommend checking out other interior lighting/archviz schemes. Go here, and download the classroom. See what that guy did. Also, you can watch this Eevee example of the classroom above. Lighting scenes in eevee vs. cycles isn’t exactly a 1:1 process, but the basics are still about the same.
Very interesting this scene from the classroom.
One thing someone has told me in other post, that I should searching about 3 point lighting, however, I see that in this scene there is the main lighting through the windows and several spots along the room, as well as in the hallway.
So can I conclude that 3 point lighting is not very suitable for environments?
I will continue studying about your tips and later put some results.
Take everything I say with a grain of salt, because I’m not exactly an expert over here, but…
Yeah. 3 point lighting is good for when you want to put your focus on a single object. When you want to capture an environment, you’ll want your scene lit from more natural sources. Like sunlight pouring in from outside, lights from your lamps, etc. and so on. It’s something you want to present as-is to make it look as natural as possible, with some touches for effect thrown in here and there.
Are you talking about that blotch over the entryway between your living room and foyer?
Rounding out the edges a tiny bit might help, since it’d keep the terminations from looking quite so stark. Adding a lip along the top of the entryway to block the light flooding would be your quickest and easiest bet. Or you could add a low level bumpmap to the ceiling to help break things up.
Do you have the denoiser enabled? I find it doesn’t do well when you’re dealing with flat colors in semi-shadowed areas. If you have it on, turn it off, and bump your samples up by a couple hundred. See how that turns out.
Another thing you should try is increasing the contrast in your scene. Right now your colors are too even, there isn’t enough of a jump between the light patch on the floor and the surrounding room. Increasing the strength of the light outside would be a good first step.
If you want, I could run your current shot above through a photo editor, show you more what I’d consider aiming for.
Hey, sorry I didn’t respond earlier. For some reason, I never got a notification saying you posted.
That looks a helluva lot better. Almost perfect, actually. The only thing I’d recommend you change is playing a bit with a Shadows & Highlights filter, and some Level adjustments to eek a bit more contrast out of it.
It comes close to my edited version of your original render I was gonna post a couple days back. Your new version a lot cleaner though, and moving the sunlight so it hits the bar is a nice touch. If there’s one thing I think plays better in the original, it’d be the shadows in the foyer, where your stairway is. Making it a little darker (though not as dark as the edit I’m about to show) draws more attention to the main room.
Here’s my take, in case you’re curious. I probably added a little too much contrast, truth be told.