Lighting and PBR - The Parthenon
Posted: Wed Oct 28, 2020 3:14 pm
Hello everybody,
I am new using Luxcore, but it looks pretty powerful. The reason I have chosen this renderer is that it appears to be one of the most accurates when it comes to replicating lighting (PBR).
I am undertaking a PhD that aims to replicate the light inside the Parthenon. It is believed that a pool of water made the rays of the sun bounce and better illuminate the statue inside.
In the process I had a couple of doubts, when it comes to illuminate an interior (where I need to observe the light rays admitted).
- The scene has been setup with Engine as Bidir and the Sampler as Metropolis. (as the pool of water in the ground works as a mirror). View transform is Filmic. Pixel effect is Mitchell.
- The world , I have set up the light as Sky. Here my issue is undersanding "Gain" whitin the remit of PBR. My scene looks pretty with a gain of 3.0 But what does that mean exactly? Is that a real replica of the sun intensity (lux)?
- Then my Sun (light) has been setup with a gain of 3.0 as well and an exposure of 0.0
With these settings, the scene looks "pretty" but, my thoughts are that "the interior is too dark"....is this believe true? Because I wonder how can I better calculate my gain values so that it replicates the real value of light in real world? Sorry if this does not make much sense...
I attach a couple of images to explain what I am talking about, and one of the general scene, how it is
-In terms of materials: If I wanted all surfaces to be as closer as possible to marble, in terms of reflection (glossiness), what is the best way to do so? Are there any libraries of materials that have been developed to be PB?
THank you so much!
https://i.ibb.co/JRPBVDh/Lux-Core-FOrum.jpg
https://i.ibb.co/7Sxwg2x/Lux-Core-FOrum2.jpg
I am new using Luxcore, but it looks pretty powerful. The reason I have chosen this renderer is that it appears to be one of the most accurates when it comes to replicating lighting (PBR).
I am undertaking a PhD that aims to replicate the light inside the Parthenon. It is believed that a pool of water made the rays of the sun bounce and better illuminate the statue inside.
In the process I had a couple of doubts, when it comes to illuminate an interior (where I need to observe the light rays admitted).
- The scene has been setup with Engine as Bidir and the Sampler as Metropolis. (as the pool of water in the ground works as a mirror). View transform is Filmic. Pixel effect is Mitchell.
- The world , I have set up the light as Sky. Here my issue is undersanding "Gain" whitin the remit of PBR. My scene looks pretty with a gain of 3.0 But what does that mean exactly? Is that a real replica of the sun intensity (lux)?
- Then my Sun (light) has been setup with a gain of 3.0 as well and an exposure of 0.0
With these settings, the scene looks "pretty" but, my thoughts are that "the interior is too dark"....is this believe true? Because I wonder how can I better calculate my gain values so that it replicates the real value of light in real world? Sorry if this does not make much sense...
I attach a couple of images to explain what I am talking about, and one of the general scene, how it is
-In terms of materials: If I wanted all surfaces to be as closer as possible to marble, in terms of reflection (glossiness), what is the best way to do so? Are there any libraries of materials that have been developed to be PB?
THank you so much!
https://i.ibb.co/JRPBVDh/Lux-Core-FOrum.jpg
https://i.ibb.co/7Sxwg2x/Lux-Core-FOrum2.jpg