![]() ![]() If there is any black in shadow areas after that shouldn’t be, use the ambient light there to lighten it up. You can use your sun however you want, and a dome light with a nice sky HDRI in it to light and reflect something in the geometry on the boat. (clouds probably, lots of them.) The lack of a world reflection sphere (dome, whatever) is making this very flat. Not only does it light your scene, it gives you the missing element here which is reflections. ![]() The dome light with a HDRI texture in it with no GI will look better than using GI now without it. ![]() (Provided it matches roughly your backplate.) The variances in color and saturation provide you with very nice looking reflections that aren’t flat all the way across or even in contrast. Since the HDRI is emitting from all around, it acts like bounced light to the models in the scene giving you those soft shadows that you’re looking for without enabling GI. The real magic is in the HDRI dome light (set to full sphere). I barely use it, because the HDRI does so much. The ambient light (for me) serves only to remove the blacks from the shadows. It’s not really the best method for faking GI imho. It’s the light bouncing however, that I’d really love to implement some how. What that light does is just to add some gradients and shading to otherwise oftentimes completely flat objects in the shadow areas of the sun. I often times also use a weak shadowless light from 130 degrees away from the key light. Thanks, but this is the method we’ve been using for quite a few years now, and is also the current way of getting base lighting. Here is a little bit better explained, and a simple scene provided: Then just add a primary light, either sun light, either direct or spot light… whatever works good for you. No Gi for this, leave it off, and it will not have flicker and noise 100% (unless you have some bad models (duplicated polygons, etc)). Instance that vray dirt map to material editor, and tweak it a bit (for example, change the white color to blue sky color, increase the radius… etc). Try making a vray ambient light, and within it, in texture slot, put a vray dirt.
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