Archviz Beast Lighting test

I made this scene to test how well Beast could light an architectural model, outside, and inside with global illumination. It is basically one big house, and the interior is all lit from the ambient light coming through windows. I used the pathtracer to do this.

Beast does a pretty good job, lack of HDR makes some stepping in the dark areas, and there is some weird artifacts beast produces here and there, that is seemed to produce no matter how high I cranked the samples. This scene is cranked pretty high as well. 10,000 FG rays and 1.5 ptAccuracy on the path tracer, with a texel density of 160, it produced 65 seperate 1024x1024 lightmaps. Took nearly 24 hours to bake on my octo-core nehalem workstation. This is way overkill I know, but I wanted to see how far I could push Beast without it crashing.

Here is a link to the scene exported as web build:
http://www.4shared.com/file/djgtAxTU/vizDemo.html
I apologize for not being able to just upload the .html and .unity3d to a website I have no webspace!
When you run the scene, clicking mouse button 0 will toggle between a camera that orbits the house, and a first person camera that you can walk around the house with.

Heres a screenshot of the outside:

Not bad but why the inner looks so light when watched from outside and so dark when you are inside?

That shot doesn’t give an impression of what’s happening behind the building. It looks like there’s an impossibly steep parking area. Only via the Unity file did I learn that there was structure there.

Its the driveway into nowhere!

No… it goes up to a garage on the side of the house.

megmaltese, the interior looks so light from outside the windows because what your seeing is the shading of the transparent glass with the SSAO calculated for the interior geometry placed over it.

Anti-gravity parking slots are the future.

very cool. are you using deffered rendering?i noticed some jagged edges and the banding of ligth in the darker rooms but the other than that its perfect. since you baked the directional ligth into the ligthmaps maibe you could get rid of the alias on the edges by switching do foward rendering.can you share how you made the toggle betwen the cameras?

Yes the jagged edges on the interior somewhat bother me. But in most serious instances of archviz setups, you would never let a corner of a room get that dark sooo… could be fine. Perhaps using inputGamma in beast itself, rather than gamma correcting with post process (as I did in the demo), could make for better grading in dark areas. Will have to test. But UT definanetly needs to take advantage of HDR lightmaps!

I could switch to forward lighting and use FSAA that way… buuuut, trees only get shadows on them in deferred lighting. If I were to use forward lighting, I would have to bake all the trees into lightmap as well. Which could be done but, I will try that in a later test. What really needs to be done is UT needs to get MSAA working with deferred lighting, even if OSX can’t support it right now.

To switch between cameras, just enable one and disable the other! Simple as that.

Hey Eem,
Nice work, its great to see more and more Arch Viz work. Good stuff.!

The lighting is nice, although in my honest opinion, you can achieve better results with mental ray or vray baking onto maps. Have you tried this?

-Hosse