Graphics Programs Reference
In-Depth Information
Summary
As we have done in previous chapters, let's summarize what we have managed to
accomplish here.
Well, we have certainly been reminded once again that good observation and referen-
ce gathering can be the factor that determines whether or not we end up with simply
a nice-looking render or a genuinely photographic one at the conclusion of a project.
If we have observed and so come to understand how colors ought be working in our
daytime lighting setups, then not only will we be able to tell when things are looking
correct in our renders, but will also know how far, and under what conditions, we might
be able to mix things up and push the boundaries a little.
In terms of working with V-Ray, we have seen how we can use color control options,
such as Ozone and Turbidity, in the V-Ray Sun to mimic different atmospheric effects
in a daylight setup, while at the same time showing how we can add variety and real-
ism to the skylight portion of our renders by means of image-based lighting ( IBL ).
Having completed all three of the lighting scenarios that we wanted to explore in this
first part of the topic, the next phase of the pipeline moves us onto the creation of be-
lievable materials for our scene.
Before we get to that, however, we are going to take a little time out in our next chapter
and consider one or two important technical aspects of lighting that we really need to
grasp if we are to put ourselves in the position of being able to create good lighting
setups in V-Ray.
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