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VRAY for Sketchup Lighting Conflicts


1980houses
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Hello all,

 

Just got VRAY for Sketchup, love it, however having a few issues...when i add VRAY rectangular lights in my space it no longer allows GI sunlight/shadows to pass through my glass (however this works when there are no VRAY rectangle light planes in the scene...affects shadows is checked for my glass material)...any ideas? I've tried different options on the light itself as well...still plugging away at trying to figure out why its doing that...I would greatly appreciate any suggestions, thanks.

 

Steve

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thanks for the reply, see attached test images, this is the start of a house i am working on...first rendering shows only GI, no interior lights...sun and sky all work great...second image shows when i add lights at the ceiling light cove, and now the sunlight no longer casts through (does this whether glass layer is on or not), i changed no parameters other than adding the lights themselves...seems strange that the ability to cast shadows/light would disable itself by adding more lights unless VRAY can't distinguish or combine indirect (GI sun) and direct (rectangular and omni) light sources...i have to be missing some setting perhaps in the rectangular lights that interferes with the ability for GI light to affect shadows?

 

Steve

 

ps i attached a few other images i did, first ones, lighting worked good in those, however i was not relying on sunlight for shadow affects...

 

...alrighty in putting together images for this i figured out the issue...i had only a color instead of a map for the sky (background)...apparently just having a color will not allow shadows/light to pass in combination with interior lighting, but having the "sky" map will allow that...i just wanted a simple color in lieu of the sky, but i finally got my camera settings where i want them (2nd image has lower f stop however my interior light intensity is way too high)...i would however appreciate suggestions for the best method to reduce spotting in the image...is it just a matter of increasing subdivisions on the primary/secondary renderer, or subdivisions per each material?

 

Thanks

 

Steve

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