Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
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If your camera is pointed at the back wall, it may well be the angle of incidence. The bulbs are hitting the wall at close to 180% (vs. the camera) and so look much brighter. Try shortening the range so it just hits the back wall and applying 100% range falloff. This should light the side walls, but not over-light the back one.
As a test, turn toward a side wall and see if it doesn't render brighter.
Klebnor
Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device. Beige horizontal case. I don't display my unit.
You might try adding a fractal noise bump to the wall texture, too... that artificially changes the angle at which the light hits the wall, which will reduce it's apparent brightness. If you scale the bump small enough, it won't be noticeable at a distance, but it will more accurately simulate the less than completely smooth appearance of an actual wall.
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I'm at work so I don't have a reference render, but I'll try to explain my problem and see if anyone can help me.
The scene I'm working on right now takes place in a narrow corridor, which is completely enclosed. My camera is inside the corridor, looking down the hall. As I normally do for interior scenes, I planned to light it by adding bulb lights at intervals down the hall near the ceiling. However, whenever I add more than one bulb, the wall at the end of the corridor gets lit a lot more than the rest of the walls, causing it to appear much "brighter" and out of place. Can anyone think of what's doing this? I'm not using any global illumination, there's no other light source (except default ambient light), the back wall is part of the same object as the other walls and uses the same texture map, and the shininess/reflection settings are set at zero.