What is the best method to create realistic downlights effect? Such as having the light scallops on the wall? I created a downlight with aluminium reflection, and my rendering slowed to a crawl of more then 7 hours.!!!! Gosh!. I'm beginning to wonder; since there are omni & rectangle lights, can we possibly have circle lights?
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Re: Lights
Originally posted by Vodka79This is the sample i've created. Can we possible to use Emitters as light source for interior lights?Damien Alomar<br />Generally Cool Dude
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Re: Lights
What i meant was i used rectangle lights inside a cone with aluminium material. And i believe this is the reason of having a 7 hours render. So far there is only point source and the rectangle light source in vray; so i am wondering if i can use a emitter material instead to replace them to reduce the render time. Take a look at the floors, it's creating wierd light shadows. Does emitter material helps in these two problems i'm facing?
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Re: Lights
I tend to use Mado's technique see http://asgvis.com/index.php?option=c...10246#msg10246
it is simple, flexible, and renders fast - what more could you want.
If you particularly want parabolic light patterns then I think you have to bury a light into a tube - this also works - I've used both.
David
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Re: Lights
Having textures shouldn't affect that actual time as far as the render process in a significant way (referring just to diffuse textures). However, using texture will require memory, which, depending on the size/number of textures used, has the potential to slow things down.
That being said, I would texture anything and everything that you think needs it. A large part of creating convincing, realistic materials is variation. That variation is achieved in a major part by textures, so a good understanding of setting those up will help.Damien Alomar<br />Generally Cool Dude
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Re: Lights
The best I can say is to do whatever you want. The "best" thing to do is to just have the geometry that you need for the rendering and nothing else. So in other words, only the geometry that would appear in the rendering or have the ability to directly affect the rendering. However, that requires exporting and managing different files and a bunch of other things, so that doesn't always happen.
If you're going to keep all the geometry, then do you're best to try to "remove" as many of the significant textures as you can (significant meaning the ones that are the biggest and will take up the most memory). There is an option within Global Switches to disable maps. That might be useful, but its not an option if you have any maps on the interior.
Doing these things really comes down to if you think your scene would benefit from them. Obviously, if your scene is relatively small (geometry/faces wise) and you don't have too many textures, then what I suggested won't show much improvement and probably won't be worth the time to do it. But if you've got a scene with 4 mill polys and 3/4 of a gb of textures on the whole model, it might be worth exporting out just the geometry needed for the interior.Damien Alomar<br />Generally Cool Dude
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