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need help with lighting

Posted: Wed Nov 05, 2008 12:33 am
by cgbeige
I am trying to make these Christmas lights and I keep going back and forth between the glass being too transparent and the light being suppressed too much:

Image

Right now it's between the two but there isn't enough light catching on the glass and not enough light is escaping. Each emitter is a simple cube and the glass is a thin-walled mesh with these settings:

Image

I realize that putting a light inside a dielectric object is a no-no but I didn't like the results from trying to fake it with an emitter image on the bulb. It's not enclosed in the actual mesh, if that makes any difference.

Any help appreciated.

Posted: Wed Nov 05, 2008 2:28 am
by Mihai
You could try with lower roughness, ND to 1.4-1.5 and also see what they look like with glare and/or scattering in MXCL. I would render just one light from close up first perhaps with a HDR so you get an idea how the glass itself reflects the environment. Also if you would like the glass to catch some light you would have to model the glass double sided, but then the emitters inside will cast caustic light so it will take longer to render.

Posted: Wed Nov 05, 2008 3:01 am
by cgbeige
ok - that fixed it but now I have a different problem: rendering at full res just crashes mxcl (32-bit). I'm in OS X 10.5.4.

I should mention that full res is rather large since it's for a magazine spread (5000x3300)

Posted: Wed Nov 05, 2008 4:26 am
by Mihai
Are you using multi light? Turn it off if you are to save memory.

Posted: Wed Nov 05, 2008 4:29 am
by cgbeige
tried that but it didn't work. I got it to render by turning off some lights - it looks like I'm going to have to render this spread in parts until the 64-bit version comes out...