I need some advice on rendering this room in Cycles. Those tight grills and the doors in front end up trapping the light rays. I’ve put in a portal, but I am not sure it is helping much, and I have no idea what else to do apart from jacking up the light rays.
In Eevee I have the problem of ambient occlusion making areas unnaturally brighter. Also I don’t think it is projecting light between the smaller gaps correctly. I’ve tried maxing out the cube and cascade size.
What should I do here?
Also right now I am rendering this in Cycles with 128 diffuse rays and am getting the same problem as in Eevee. Some areas are unnaturally light and I am not sure why this is happening.
If you have glass turn off all light rays apart from camera and transmission or delete the glass entirely, you probably don’t need it in this scene. Bring the portal inside the room and add another soft Area light also just inside the room, if you want to cast the grill shadows into the room use a plane emitter with a striped texture instead of the Area light. Apart from that I would need to look at the scene.
Right now it is at the entrance. I thought it made sense to put it there, but is there a better place to put it? I wouldn’t mind uploading the whole file, but it seems new users can’t upload attachments. Maybe I could put it on Google Drive somewhere.
This is what I get after just 200 samples…
I turned off shadows to the grill parts of the doors…
I made an arrayed plane in front of the doors to mimick the grills and placed it outside invisible to all light paths except shadows.
played with the scene a little. Changed some sun light parameters (angle and samples).
There won’t be shadows from the grill, because of the angle.
Thats why i removed some geo from the left door grill/shade.
I also added a bevel modifier to some objects, coz 90" angels aren’t that nice for ray bounces.
And changed the material diffuse color from white to a neutral grey.
I rendered with 256samples, and 30 bounces.
The shadow near the bed leg could be better - maybe more samples.
But overall I’m happy how it looks.
So I took the file and did a setup that got a reasonable render time, (I have a 2080 SUPER)
But the idea is there, just play with the numbers I point out until you get the mix of quality and render times.
Yeah, please. I wouldn’t mind taking a look at other people’s work either. Right now, I am watching various rendering tutorials. If I could just bring in a HDRI and point Cycles at the scene that is what I would have used, but if I have to mess with lights and settings, that makes trying to render the scene in Eevee instead worth it to me. Did you turn off ambient occlusion here? This is a good look.