All posts relating to Maxwell Render 1.x
By Gary
#288015
Hello:

I am working on an a interior where the client wants to use around 35 globe lights in varying sizes. I am wondering if I should:

1. model the spheres and make them emitters (and deal with having many, many emitter faces, perhaps to many)

2. place a simple emitter object (perhaps a cube) inside a sphere. If so what would be the best material for the sphere to look A. illuminated, B. like white glass and C. not add a lot of noise and D. let a lot of light through it?

Thanks for the help.

Gary
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By -Adrian
#288017
Definitely go with #1, even if you use many polygons. I think #2 will give you a lot of noise and unnecessary trouble.
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By Brett Morgan
#288033
Yeah i would go with the first one too, try and keep the polys down. I'm trying to model a screw in light at the moment for a closup, I have seen a few threads covering light globes but the one i wanted to look at i cant find, not sure if i should make the glass a single sided poly, or faces on both sides...I'll keep searching.

Brett
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By choo-chee
#288059
I'd have to tell ya, it depends on your rendering power. If you have lots of CPU's, go for option 2. if not, stick with 1. 2 will be easier and more realistic but 1 will be faster to clear.
By Gary
#288067
OK, thanks, I will run a simple test of each to gauge results.

For #2, what would be best white material settings to let light through with minimum noise?

Thanks,

Gary
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By Richard
#288294
I'd possibly even test using an MXI emitter on the glode geometry and place a hidden emitter cube of simple geometry around them or simple plane below to cast the light. This way you will have more control on getting a correct looking result.
OutDoor Scenery Question

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