
Then you can obviously add other directional lights at a slight angle that would use shadows to stream light through windows, etc. Usually making them all slightly different between 30-40% brightness. This way you can easily customize how much light hits an interior surface (walls in your example rendering) You may need to play with the brightness levels a bit.

Do be careful not to make them 100% bright. One that points at the ceiling, one directly to the floor and one light each (4 total) with an elevation of 0, coming from each basic north, south east, west direction.īecause they are directional lights, even within an interior scene, those lights will affect each wall face. You set it too high and you get very large shadows where the planes intersect.Ĥ) * something that will also really help is to set up, on a design layer, 6 directional lights, with no shadows. I believe that is contributing to all that blotchiness you alluded to.ģ) Be mindful of the dimension used for ambient occlusion. It is faster and will give you and idea how your scene is lit, etc, but rarely acceptable for the end quality of the rendering. May increase render time, but that is just the way the cookie crumbles :-) You will never get acceptable results using 'all low' quality. You can use 4, but if you zoom in close you will notice the difference.Ģ) You will note the screenshot below, pertaining to the basic settings that usually produce good results. What Grant and markdd pointed out are good thoughts on the subject, to be sure.Ĭutting to the chase without getting overly complicated, for interior renderings here are a few suggestions:ġ) Pretty much always use 16 bounces.

Interior renderings in VW are tricky, mainly because of configuring the lighting correctly.
