I'm looking for advice on how to best render an addition where the addition is in one file, and the original house is in another file but visible as a reference file. This was my first time trying this approach (the purpose was to be able to split out new framing from old framing, etc.) and it works great - until I went to Ray Trace the whole project. Is there a way to make the reference file visible in the ray trace, or is there a better way to combine the files at the end for the final rendering? Thanks!
I am still pretty new into Ray Tracing both CPU and GPU. I seem to have a pretty good grasp on the interior GPU with playing around with lighting / sun light etc.
However - the exterior Ray Tracing, you can see it looks to be foggy? I have attached before / 100 passes / 200 passes.
Any help would be greatly appreciated. Also not sure how to make the ground look more realistic? I tried adding small shrubs and rocks.
I am working on an exterior ray trace, and I would like the windows to be slightly reflective instead of transparent. What is the right material and properties for this look? I tried to make the glass a mirror, but it turned out really dark in my ray trace. I attached a picture (not mine) that shows the look I am going for.
I am using Chief X12.
I am very perplexed by the lack of light in the interior physically based ray tracing camera. They always appear to be taken with all the interior lights off.
What I have tried so far:
- adjusting the camera exposure and brightness
- adding lights and light sources
- increasing the maximum number of lights on
- adjusting the sun angle, etc.
I can NOT figure out how to make the interior rooms brighter!! I would LOVE if someone can help! This is a very powerful tool if it can be rendered correctly
both attached images have light sources that are turned on
Is there a way to set a default to turn Ray Trace off when selecting Physically Based. I tried to open the Camera in my template and select Physically Based and turn off Ray Trace and save, but it does not save.
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