Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
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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.
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 ?
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.
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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!