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best way to model globe light?

Posted: Sun Dec 21, 2008 6:47 pm
by Gary
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

Posted: Sun Dec 21, 2008 6:51 pm
by -Adrian
Definitely go with #1, even if you use many polygons. I think #2 will give you a lot of noise and unnecessary trouble.

Posted: Sun Dec 21, 2008 8:56 pm
by Brett Morgan
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

Posted: Mon Dec 22, 2008 3:03 pm
by choo-chee
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.

Posted: Mon Dec 22, 2008 5:59 pm
by Gary
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

Posted: Tue Dec 30, 2008 12:56 am
by Richard
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.

Posted: Fri Jan 02, 2009 12:12 am
by def4d