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MR in max9: Tube Lights


nisus
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Hi all,

 

I keep suffering with indirect illumination caused by recessed tube-lights.

Can anyone give me some tips how to achieve a smooth linear result.

 

For what I have seen so far: The free tubelights don't give a smooth lighting. FG had to be set too high when using an object with a self-illuminated material...

 

rgds,

 

nisus

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I've been having the same problem. I did get some improvement by using an IES light plus geometry with an output shader for the lens, but it's still not at all a good solution to the problem, so I'm curious to see what other people are using.

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For that I would use a A&D material and drop a map into the additional illumination slot, which works the same as and output shader. Also increase the FG multiplyer, 3 or 4 should do.

 

Apply the material to the top faces of the reveal.

 

I have just done a similar map to create "light spill" from shop fronts in a mall rendering.

 

The whole mall is light with just MR Sun and Sky and the fill is from a map applied to geometry that st set back inside the shops. This gives really nice soft shadows and very quick to render.

 

I'll post an image tomorrow

 

JHV

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Hi Justin,

 

I tried your suggestions with the output map. I got similair results than what I had before with the A+D material on the actual tube.

 

The largest problem is the lightbleed, that only seems to disappear with high FG-settings. Even when I maximized the FG quality in the material, I have to go over 'medium' setting for FG, which is just to slow for my renderings now...

 

here are some examples with draft and low mode... 1/64 1/4

 

 

ams_0336_sth_int_vip_20070118_0097_ev_afwerking_r101g83b65_.jpgams_0336_sth_int_vip_20070118_0096_ev_afwerking_r101g83b65_.jpg

 

rgds,

 

nisus

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Lineair lights don't work. I've tried it yesterday with a length of 360cm.

 

 

The linear type does not produce good shadows in this case. Try the Photometric free area light with narrow/long area ratios. Use Ray Trace Shadows and position the light on the bottom of the recessed part and point it upwards.

 

1500 is fine for the intensity. The light spill happens when you turn on GI (or turn the intensity very high). Turn on 2 sided shadows if the walls around are not part of a box (planes).

 

For the Indirect illumination manual settings I got:

 

Energy 750

Decay 1.8

GI Photon 50000

 

In this scene there are four lights in a square configuration, these lights will just give the recess effect and omni bounce light. But no much of shadows. I like to put an omni on top of the scene with large area shadow to simulate the shadows from the ceiling.

 

As far as quality FG will do the rest.

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i want to know the details and benefits from v ray. please.

 

I'm srry, but this has nothing to do with this topic...

 

Run a search on Vray/MR on ANY forum, you'll find what you get... but you won't ever get YOUR answers untill you get your hands on both...

 

rgds,

 

nisus

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