Cove Lighting above Trellis

Hi All,

I am trying to do a cove lighting above the trellis wall design. Regardless using Rectangular or Line light, I have this spraying beams of light on the ceiling. (see image below). Is there a way or tips to do it without such unwanted effect?

Thanks!

Hi @Juliana_Chan , can you please also send me a screenshot of how you’ve setup the lighting in the main CAD solution itself? This simply seems to be the corresponding shadows cast by the lights you’ve placed. We don’t usually reccomend to use it as the main source of lighting, but in this case perhaps using a larger emissive/self-illuminating surface instead of rect- or line-lights may help here, at least with the shadows.

Feel free to also gladly share the scene with me so that I can show you exactly what I mean if there is any confusion.

Hi Demian,

Thank you for the reply. Hmm CAD solutions? Maybe I can show you the Sketchup model of what I have done.

I created a recessed niche in the ceiling surface for the recessed lighting, The recessed surface facing down is in a self illuminating light material, then the Line / Rec Light below. Image 1: The overall look, Image 2: The section of the recessed cove.

Thanks @Juliana_Chan - The screenshot of the project in SketchUp is exactly what I wanted to see, thank you.

Even though line/rect lights should provide an even lighting effect over the whole distance, it basically can still show like a spotlight (as you can see the shadows casting from a point in the middle of the sources), due to real-time technical limitations which are present in basically any non-raytraced real-time rendering engine.

You can as mentioned in this case also try replacing those rect-lights with an emissive surface that stretches out like the existing lights you’ve added. That should help with the shadows and perhaps also help with making this part of the scene more evenly lit.

Hi Demain,

Thanks for the explanation. With that understanding, I also tried to troubleshoot where are all these “spot lights” sources aside to the ones I showed you.

I realised that the actual culprit was my other Line light behind the wall just so happened that the alignment of the Line was too close to the wall, and somehow it ended up like a spot light shining through the trellis as if my thick wall is not existent. By rights, when there is wall / plane, the light should not have penetrated but in this case it is. Anyway I shifted the Line Light behind, so now everything is fine even with my current lighting solutions for my bedhead trellis wall side.

Thanks!

I sometimes have that problem when files are big.. in some point lights start to shine through sometimes.. and line lights seem to give somehow not even distribution of light along.. same with elongated rectangular lights. sometimes I have to change to emissive material. I noticed the father camera is from the light the easier it happens.. So sometimes I am hiding things which are not directly visible in my scene.. In sKetchup You can hide that light behind the wall and update scene..

Don’t bother with both linear lights and self-illuminating materials. I would remove the linear lights and paint the back of the cove with the self-illuminating material. 12-15k luminance works for me.

Side note: If you have other powerful lighting in the room, it may drown out the cove lighting. So turn that down to brighten the cove light. Cheers

I’ve found that an array of sphere lights set to 1 or 2 lumens works best to get nice even illumination along a recessed light like what you’re showing. Attached are a couple examples of the result.

@tedvitale.cg Array of sphere (point) lights.. You mean in a single row..? I understand You meant in general 1¬2 units used in ENS for sphere lights.. (would be candelas in this case). Radiius = 0? Distance between? 5¬10 cm? How far You could go before in was noticeable. I guess about the width of the recess itself.

Yep, In a single row, maybe an inch apart or right next to each other. And yes, I misspoke, I meant candelas. I attached a snapshot of my SketchUp scene for reference.