Sorry, if this is a FAQ, I've searched the forums and manuals only found minimal information on this.
I've been experimenting with creating a lamp shade material. I have a 2SidedMaterial with vrayMaterials in the front and back slots. The lamp shade geomentry is single-sided, and has a vraySphere light inside of it which illuminates it from the inside (the way all lampshades work).
With the default VrayMaterials in each slot of the 2SidedMaterial I only see the lamp shade illuminate, but the lamp does not light the room at all since all light is blocked by the shade geo. To get it to work at all I need to make the refraction color non-black, and turn on Affect shadows.
When I do this however the room is only dimly lit, while the lamp shade gets completely blown out. The opposite should be the case: a well lit room, with subtle translucent illumination on the lamp shade. Some thing like this:
How can I get this effect? Are there any tutorials that cover this? I am interested in a relatively physically accurate solution with reasonable render times. What I would like to avoid is the "lamp with the light outside the lampshade" approach.
I've been experimenting with creating a lamp shade material. I have a 2SidedMaterial with vrayMaterials in the front and back slots. The lamp shade geomentry is single-sided, and has a vraySphere light inside of it which illuminates it from the inside (the way all lampshades work).
With the default VrayMaterials in each slot of the 2SidedMaterial I only see the lamp shade illuminate, but the lamp does not light the room at all since all light is blocked by the shade geo. To get it to work at all I need to make the refraction color non-black, and turn on Affect shadows.
When I do this however the room is only dimly lit, while the lamp shade gets completely blown out. The opposite should be the case: a well lit room, with subtle translucent illumination on the lamp shade. Some thing like this:
How can I get this effect? Are there any tutorials that cover this? I am interested in a relatively physically accurate solution with reasonable render times. What I would like to avoid is the "lamp with the light outside the lampshade" approach.
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