Lighting/Rendering/Post-work
I kept the lighting simple as well. I used one directional light for the sun and rendered with Vray with global illumination.
I enabled Vray Shadows and gave the light a slight yellowish tint.

Also, I made sure the Light Cone encompassed all the geometry in the scene.
______
And enabled Area Shadows.

I left most render settings at their default values. I will highlight the settings I adjusted.
I uncheck Default lights and checked the On button to enable GI under the Indirect Illumination tab.
Reflection options : Be sure to check the Reflective option on under GI caustics in the Indirect Illumination tab and add color to the Reflection/refraction environment override option so that anything with reflective qualities will show up.
Color mapping : I tend to use Linear color mapping for outdoor scenes and Exponential or HSV Exponential color mapping for my indoor scenes.
Test rendering : When I want to see what I have quickly I'll set the Adaptive Subdivision (under the Antialiasing tab) at : Min: -1 Max: +2 , for Irradiance Map settings: under Basic Parameters, I set the Min rate at -3 and Max rate at -3 . The HSph. SubDivisions on: 30 and Interp. Samples: 20 .
Final rendering : For the best quality I adjust the Irradiance map settings according to the size of the render. For example, a render at 640x480 : under the Basic Parameters I make the Min rate -3 and Max rate -1 . For double that size, I take the numbers down by one. So the Min and Max rate for a 1280x960 render would be -4 and -2 respectively. Double that size again, 2560x1920, and I take the numbers down by one again on the Min and Max rate (-5, -3) , and so on and so on for every time I double the size of my render. I take the Adaptive Subdivision Antialiasing Min and Max rate to 0 and 2 respectively for the final render. For the HSph. SubDivisions I will set it to around 60 and set the Interp. Samples to around 50 .
![]() |
![]() |