Hello everyone,
well, I have collected quite some experience when it comes to modeling, however, I have to admit that I am a total newcomer when it comes to lighting and rendering - never did anything else than clay or wireframe renders of my models. I tried to follow these tutorials on 3dtotal (
Studio Lighting 1,
Studio Lighting 2 ), however, the results when I render the scene are so much different than the screenshots shown in the tutorial threads. I need to finish this animation until friday, so I hope to find someone who can help me out :-)
Here's my camera's viewport and the scene setup:
To me, the lights appear to be set almost too bright for a dense studio lighting to simply make a clean render of the AUV. However, the rendering results are nearly the opposite:
The model is barely visible :-( I already tuned the lighting parameters and turned off the "inverse square" falloff to none as with inverse square falloff the image remains completely black when rendering. If I turn up the multiplier values for each light, the viewports became so overbright it was impossible to continue working on the model. Can anyone explain me why there is such a huge difference in between the rendering and the viewport?
Also, any idea what I've done wrong with the lights parameters? Here's how they are set up:
I bet you need to see my renderer settings, too, so here we go:
Another weird thing: the blue tubes you can see around the thrusters in the middle and rear of the model are actually glass tubes which share the same material as the front dome / hemisphere. Odd thing is, although they have the same material , the tubes actually perfectly do as they should (turn into transparent glas tubes) whereas the dome remains reflective, yet non-transparent, allowing no insight into the models interior. How can that be, as they all have the same material? Here's a screenshot of what I mean:
Renderimage / Viewport:
Thanks in advance for anyone willing to help me out :-) If you need to know anything else just ask!
Best regards,
-aeon