Interior lighting seems to be confusing me a lot as of late.. I wish there was a guide for it.,.
Her is the skp file..
http://www.megaupload.com/?d=S3PIK0DR
Just a simple mat test scene..
Need help with lighting..
Hi neo0.
I got your file and gave it a whirl. There was definitely something fishy going on as initially it was rendering very very dark and splotchy. I checked out the model and there were a few reversed normals here and there, but nothing major. One thing i thought odd was that your light was only a single face and not a 3d object ... would that screw up the render, i dont know, maybe. Another thing that looked odd was that everything was set as a specular material and transparent. Now I'm pretty sure that could create a difficult render...
I have an image currently rendering, i'll upload in a bit ...
I got your file and gave it a whirl. There was definitely something fishy going on as initially it was rendering very very dark and splotchy. I checked out the model and there were a few reversed normals here and there, but nothing major. One thing i thought odd was that your light was only a single face and not a 3d object ... would that screw up the render, i dont know, maybe. Another thing that looked odd was that everything was set as a specular material and transparent. Now I'm pretty sure that could create a difficult render...
I have an image currently rendering, i'll upload in a bit ...
- Attachments
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- im1228370361.png (492.6 KiB) Viewed 1674 times
Hi cpfresh and Neo0!
I often use 2d geometry to represent light sources, most of the times for light spots. I don't think that could be the problem.
Apart from the reversed faces problem (guys: ALWAYS CHECK OUT REVERSED FACES BEFORE LAUNCHING A RENDER), i think the presence of specular materials pumps up your rendering time significantly, Neo0.
So, in the initial part of the rendering, it all seems dark and blotchy, with flashes of colours here and there, it happened to me once. You just have to wait, because specular materials are more difficult to render and if you fill your scene with them it's normal the render is slow..
I often use 2d geometry to represent light sources, most of the times for light spots. I don't think that could be the problem.
Apart from the reversed faces problem (guys: ALWAYS CHECK OUT REVERSED FACES BEFORE LAUNCHING A RENDER), i think the presence of specular materials pumps up your rendering time significantly, Neo0.
So, in the initial part of the rendering, it all seems dark and blotchy, with flashes of colours here and there, it happened to me once. You just have to wait, because specular materials are more difficult to render and if you fill your scene with them it's normal the render is slow..
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