No it is not done in Maya. Your second choice is correct. The first render was done in Max, but not really sure if it was with VRay's. However, Maya can do the same. In addition these renders come from the tutorial link that pyrus gave me, and I was using it as an example of why I don't like the tutorial. Mostly it is because the person who did the tutorial likes using ambient light and everytime I try using ambient light my renders come out looking dead. He says that if the render comes out lifeless then it means you have too much gray in it. I tried adjusting the color and added more saturation, but my renders still come out horrible.
Originally posted by MattTheMan
omg, that first one is not a picture? and its rendered in Maya software render? HOLY SH*T!
first impression is a picture, then it looks like a VRay render in 3ds Max.
I must say, in order to be sure of my understanding, that this particular explanation from you, is precisely what I tried to point out with this ...
Furthermore, using no decay with its intensity set above 0.75 seems creates sharp hot spots as well but doesn't illuminate the room correctly. So I came up with a solution. Put a linear decay light inside the ligh fixture, and place a normal point light below the light fixture with no decay and its intensity set to a much lower value. This works with bigger rooms but it doesn't seem to work with smaller rooms.
I still feel convinced light-linking is your solution. Why ?
Originally posted by Pyrus
If you use SoftRenderer, play around with LightLinkings: whatever object or light-centric, it depends only on the way you understand things.
Then you'll have the control you want
Imagine you got some table lamp on a desk.
You'll put, of course, some point light where the lamp really is irl. You have some rendering with default intensity and notice that close area fits what you want but 95% of the room is totally dark, or lot more than you would. Of course activating photons calculation is out of question. So how the hell ?
Increasing intensity would be the solution for the room, but what about the desk, bleeding will be too intensive. No way then ? Yes, there is :
- Set a pointLight1 object centric on table+room with shads, set it quadratric. Control the bleeding on desk here.
- Set the second pointLight2 object centric on the room only, and set with this one the global lighting you would. You can, to have more control, have this global light as spot, e.g. if you want more global light on the floor than on roof. And once more, splitting there with UP and DOWN-ligting. Set these linear to prevent adding toooo much lights for final result.
pointL1 & pointL2 being at same world coodinates is not always true. It depends on what directly surrounds the light1. As you got a desk under light1, would be more close to reality to raise the light2 a bit.
And so on with the other lights and bounces when the scene gets more complex..
Window >> Relationship editors >> Light Linking >> obj or light centric. There you select a node on the left panel, it will show you the corresponding activated links. Simply click to add/remove a link.