Realistic class added 4 new lighting templates [Indoor Daytime/Nighttime 3.0/ 3.1]. In order to allow users to better compare the effects, this article will explain in detail the difference comparison between the Indoor Daytime/Nighttime 1.0/2.0/2.1/3.0/3.1.
All users
Sphere of influence:Manual lights that have been created are not affected by version updates. Automatic lights created after the update in Light version management and manual lights created after the update are rendered using the new light template.
You can experience the new version of light by upgrading the light template to the new version under the light version button in the rendering interface.
1)In versions 2.1, 3.0, 3.1, remove logic optimization
Some models that bind strange light sources will be removed in order to avoid abnormal light sources in the scene.
The strange light source that comes with the model
2)Adjust the arrangement of space fill light
The fill light area becomes larger and the number of pieces decreases.
1.0
2.0
2.1、3.0、3.1
There are some optimizations in 2.0, but there are too many.
3)Optimization of Environment Brightness and Window Light Source
Indoor Daytime
2.1
3.0
3.1
1. Add multiple new exterior textures for day and night scenes.
2. Alleviate the overexposure issue with large windows.
4)Sunlight angle optimization
Upgrade the sunlight projection to each room systematically to avoid some spaces not being covered by the sun angle.
5)Automatic lighting rules
Occasionally the light source appears on the cabinet or wall, lighting calculation is not accurate, window screens are not transparent and other problems.
1. Fixed some known problems.
2. Adjust the intensity of window surface light source generated by automatic lighting rules to reduce exposure of some windows.
3. New exposure control is used, this mode will appropriately reduce the brightness of the exposed parts in the picture, making the originally exposed picture look more natural, and suppress the picture exposure problem to a greater extent.
1. Decorative light height limit, the height of the decorative light generated in version 2.1 is limited, and there will be no more than the height of the layer.
2. Custom laminates rule optimization, delete the restriction logic in version 2.0, solve the problem that some custom laminates do not generate. Using the new self-luminous material standard, the judgment is more accurate.
3. The newly added light retains at least one principle to avoid the problem that some Spaces in the scene are too dark.
1. Based on the indoor 2.1 series, the overexposure and overdarkness ratio of automatic lighting is further reduced to ensure the most basic rendering effect.
2. The accuracy and rationality of light generation are improved, the number of manual adjustments is reduced, and the efficiency is improved.
3. The scope of application is wider, and it is expected to meet the needs of more users.
1. Based on the rules of the previous version, the intensity of indoor fill light is reduced, thereby effectively avoiding the problem of bright screen and lack of transition, and enhancing the sense of space volume.
2. Adjusted the rules for indoor fill light to reduce the appearance of light spots.
6)Effect Comparison
Indoor Daytime 1.0
Indoor Daytime 3.1
1)Reduce noise
Need to open manually
2)Light leakage repair
No this function.
To add Light leakage repair, you need to manually select it.
Compared to the old version, 99% of the default has solved this problem, enabling this feature can provide more accurate light cache calculation.
Therefore, it should be noted that the rendering time is increased after checking and the rendering effect is not different at low resolution.
3)From version 3.0 onwards, the number of global lighting bounces has been increased, and dark details have been improved.
Due to the GI upgrade, the same light brightness can illuminate a larger area, as shown in the image below. Since 3.0, the automatic light brightness has been reduced accordingly, and the manual light is also recommended to be moderately reduced within a reasonable range to avoid exposure problems.
After the GI upgrade
1)Introduction of real-time rendering: adjust parameters to tone and render, and preview the effect with only 1s to reduce waiting. Click to learn more: Real-time Rendering Is Launched In Coohom
As you move the canvas, adjust materials and lighting parameters, the lens Angle is rendered in real time, allowing you to see the design effect in real time.
2)Entry Update
Move the manual template to the "real-time Rendering" TAB, Render popup entry location is as follows:
3)The noise reduction parameters were upgraded in version 3.1, and the final rendering effect not only effectively reduced the noise problem, but also better preserved the rendering details. At the same time, the problem of some material blur in version 3.0 has been solved.
4)Added post-processing [Exposure suppression] : The exposure suppression parameter is opened in the real-time rendering - Effects - Post-processing parameter.
This parameter is used to control the brightness and detail of the exposure area. The lower the parameter, the softer the highlights will be, thus retaining more details.Users can adjust as needed.
5)Other feature upgrades: Realistic templates for the first time support LUT filters, depth of field, material replacement and more.
a. LUT Filters
Manually open filters → Free to switch between different filters in the public library.
b. Depth of field
Manually open the depth of field, by editing the center point and blur can achieve a variety of depth of field effects.
c. Material replacement
Click material to replace material in the left column, you can also edit the original material properties in the right column.
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