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Carrara F.A.Q (Last Updated: 2024 Sep 07 1:44 am)

 

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Subject: Indoor Lighting: store-type environment - any hints?


graylensman ( ) posted Fri, 17 April 2015 at 9:05 AM · edited Sun, 15 September 2024 at 10:36 PM

Greetings, all! I have a model to render in a grocery store environment. For the life of me, I can't quite get lighting like I want! I've looked at a dozen different tutorials, and they generally divide into two types of lighting - the traditional three-point technique and the great outdoors. I have yet to find anything that addresses what I'm looking for. I've basically defaulted to a mix of Global Illumination, ambient light, and maybe a spot or two. This gives acceptable results, but still isn't quite right. 

Can anyone point me in the direction I'm looking for? Thanks as always!


MarkBremmer ( ) posted Fri, 17 April 2015 at 10:06 AM

You'll need a light array to get things to look ok. I've used a collection of tube lights in the past with pretty good success. I'll see if I can put together a sample in a few minutes when I wrap what I'm working on. 






graylensman ( ) posted Fri, 17 April 2015 at 10:18 AM

Thank you so much!


MarkBremmer ( ) posted Fri, 17 April 2015 at 10:49 AM

I set the Tube lights to about 20% strength with soft shadows enabled (adjust softness to your liking)

The top Distant lights are set to 90% strength, no shadow. 

The bottom Distant lights are to fake bounce light. They are set to 15%, no shadows. 

Doing this prevents having to deal with the issues that come with global illumination plus speeding up the render. 

file_84d9ee44e457ddef7f2c4f25dc8fa865.jp

file_013d407166ec4fa56eb1e1f8cbe183b9.pn






graylensman ( ) posted Fri, 17 April 2015 at 11:48 AM

Thank you so much! I will give this a run this weekend, and let you know my results. Thanks again!


MarkBremmer ( ) posted Fri, 17 April 2015 at 11:55 AM

Sorry for the double post. Funky system today at 'Rosity. I'll delete when able. 






DUDU.car ( ) posted Sun, 19 April 2015 at 4:21 AM

Mark, where do you find these light tubes ?

I use this thread to ask something I don't understand :

How works an "Anything Glow" ?


MarkBremmer ( ) posted Mon, 20 April 2015 at 8:37 AM · edited Mon, 20 April 2015 at 8:38 AM

Hi Dudu.car

It should be on your insert list.file_149e9677a5989fd342ae44213df68868.pn

There is no need to use any Anything Glows function with the tube light. 






DUDU.car ( ) posted Mon, 20 April 2015 at 8:54 AM

I know this tube but it looks like a bulb in C8.

For Anything glow, my question was not in connection with that of this thread but more precisely on the function of this option.

I don't understand well how that works and had a crash of Carrara by changing the parameters.

Is there a tuto about that ?


MarkBremmer ( ) posted Mon, 20 April 2015 at 9:22 AM

In C8, the 'tube' functions alone the bulb Z access - just rotate into position and set the desired length. To create the illusion of an actual tube light illumination, Anything Glows can be applied to a Vertex cylinder object. 

The Anything Glows will create a miniature bulb light at each vertex point of the object - more vertexes, more fidelity in the illumination. 

Now that Indirect Lighting is available as a render option, it is preferable to use that and assign a glow shader function to an object to create illumination; in my opinion, it creates better final results than Anything Glows since individual points of light do not show up in reflected highlights on other objects in the scene. 






DUDU.car ( ) posted Mon, 20 April 2015 at 9:34 AM

Thanks, I 'll play with that a little...


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