The original learning contract was constructed around
experiments related to the quality of lighting an environment. It was built to
produce work that would look amazing in theory despite the original thesis
point was based on economy and average consumer products. I tried in the past
to achieve an economic rig by producing a quality rig and stripping down. It
might make more sense to do the opposite to see what I get. In order to
understand the economy side of environmental lighting I would try and produce a
rig that could compete with physical sun and sky.
AIM
The aim for this week was to try and produce a light rig
that would be sufficient to rival the mental ray physical sun and sky. The
process would have been solely base on starting on getting an economic render
than bringing up the quality. I would also look into how shaders could impact
this.
METHOD
Firstly I started off with a base render of nothing but physical
sun and sky and recorded a time of approximately 2 minutes. The renders were
all done on the same QANTM iMac hardware.
Fig. 1, Physical Sun and Sky render
Here is how the following lighting rigs were then
constructed then timed:
Fig. 2, Week 8 result
- - Week 8 environment with all of its lights and
bounced lights came in at approximately 8 minutes
- - Bounced lights were stripped were replaced with
Final gather, this brought the render time to 11 minutes
- - Other unnecessary lights were stripped leaving
only major lights (ie fil lights). Roughly 6 minutes
- - 3 point light system with target lights as fill
lights. Still roughly at 5 minutes.
-
Having the directional light on its own with
final gather approximated the same time as physical sun and sky.
From here I also looked into shaders and the impact they
could give. I went through a handful of shaders, including ciesky, portal
light, photometric light etc. It was a bit hard to understand what I was doing
as I didn’t fully know the potential of these particular shaders. After a while
I was hit with an answer.
RESULTS
The reason all of the light rigs were taking so long is
because I was using multiple Mayan lights which were apparently more expensive.
For every light that is created, light information is multiplied and therefore
having less is better.
Physical sun and sky uses only one directional light and
therefore already trumps Mayan light methods.
My experiment with shaders seemed a much more sensible route
to take. With my knowledge from previous weeks I was able to get some results
with shaders but still got the same render time.
LEARNING TO FAIL
It hit me that if I was building a light rig that had a dependency
on shaders that I wouldn’t have much customisation over traits light shadow
colour. Therefore this method was no better than Physical sun and sky. Mental
ray had a system that had been developed and engineered for years. The sky node
and the sun node work too well together as well as other shaders in the mental
ray network. I wouldn’t that my efforts had been foolish but I grew an
understanding on physical sun and sky worked.
Overall I probably have not really travelled far but have
gone through a long journey to understand the value or Maya/Mental ray light
systems.
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