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Hi Victory Dream,
Although the topic on lighting and global illumination in any render engine are the subject of many hours of discussion, here are some quick pointers that may help you with your exterior shadows in VRay.
If you are doing a daylit scene, try to use the VRaySun light. It’s a pretty good ‘drop in’ lighting system for exteriors that will accurately calculate the light in your scene. When you drop it in your scene VRay will ask if you want to add VRaySky as an environment light. Say yes. This will be the default environment in Max (Shorcut key 8). Keep an instance of the VRayEnvironment in your material editor - any adjustments will give you a real-time preview of changes.
If you do not want the sky to be ‘visible’ but would still like the global illumination from it, drag the VRaySky from your environment slot into your ‘Global Illumination’ override in your VRay render settings.
Make sure you’ve only got one ‘GI Environment’ - in other words, don’t use it in your max as well as VRay environment.
The intensity of the shadows of your sun can be adjusted like so:
In your VRaySun options - the lower the ‘size’ value the sharper your shadows edges. The higher the size value the blurrier your shadow edges will be. The default is 1.0.
Sharp: 0.01 (very bright clear skies)
Blurry: 6.0 (kind of cloudy)
About gamma correction:
In your VRay color mapping settings, these will usually produce the best results:
Color mapping: Linear Multiply
Dark Multiplier 1.0
Light Mulitplier 1.0
Gamma: 2.2
Look up ‘linear workflow’ with VRay on the net. It’s a bit of a ‘minefield’ as has been said already, but this is the thing that will affect the accuracy of your lighting setup.
Also, if you’re trying to get a good starting basis you can keep primary and secondary bounces at 1.0. Most people tend to you Irradiance mapping for primary and light cache for secondary.
You can also keep anti-aliasing turned off for test renders, it won’t affect the color of your shadows and will speed up seeing your test results.
Hope this helps.
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