Here we go again...
As I have to setup everything again I decided to take some screenshot and add my steps here too (I've been adding them to my G+).
As I intend to make it to be inserted into a real environment - a photo, I tried to build the scene to create an environment light similar to the real one. I focused in the small portion from the picture that has a white object (close to the wall).
So, I setup the ornament material properties I added a simple sphere and set its material very basic - the only property set was the Diffuse color: white. Then I built a basic light setup for the scene and start to test it until find the best option to fit in my needs.
Surrounding the object (in the room boundaries) I spreed 16 omni lights to "simulate" the lights coming from the wall. The uvmaped room (cage) was used as a light emitter too.
The white source light on the ceiling was extracted to be a separated source of light and give me more control over the light setup. Bellow we see the render results for each combination I tried:
The next one shows the rendered sphere mixed to the original photo. The image 5 seems to look better to me (maybe I just need to decrease the ceiling light power a little):
It's interesting to notice that in the render test the sphere can fit nice more than one setup, but when "extracted" and mixed to the desired background only one (or two) looks better.
Except when singed MTL, I used the PhotonMap - Quick that produce a good result faster. For those cases (MLT), the light power (gain) needs to be increased in order to get close to the results I got using the PhotonMap method.
As I have to setup everything again I decided to take some screenshot and add my steps here too (I've been adding them to my G+).
As I intend to make it to be inserted into a real environment - a photo, I tried to build the scene to create an environment light similar to the real one. I focused in the small portion from the picture that has a white object (close to the wall).
So, I setup the ornament material properties I added a simple sphere and set its material very basic - the only property set was the Diffuse color: white. Then I built a basic light setup for the scene and start to test it until find the best option to fit in my needs.
Surrounding the object (in the room boundaries) I spreed 16 omni lights to "simulate" the lights coming from the wall. The uvmaped room (cage) was used as a light emitter too.
The white source light on the ceiling was extracted to be a separated source of light and give me more control over the light setup. Bellow we see the render results for each combination I tried:
The next one shows the rendered sphere mixed to the original photo. The image 5 seems to look better to me (maybe I just need to decrease the ceiling light power a little):
It's interesting to notice that in the render test the sphere can fit nice more than one setup, but when "extracted" and mixed to the desired background only one (or two) looks better.
Except when singed MTL, I used the PhotonMap - Quick that produce a good result faster. For those cases (MLT), the light power (gain) needs to be increased in order to get close to the results I got using the PhotonMap method.