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By Josephus Holt
#322631
Just added three fill lights...made a significant difference, same SL as the last one (have not yet tested with multilight off):

Image
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By djflod
#322637
wayyyyyyyy better :)

would you mind to share yout lighting setup including the fill lights :?:
By Josephus Holt
#322641
djflod wrote:wayyyyyyyy better :)

would you mind to share yout lighting setup including the fill lights :?:
Be glad to.
Chandeliers: I actually did a simple rectangular cube for the filaments inside ags bulbs, then converted them to a mesh and joined all into one mesh.
Sconces: Emitters applied to modeled bulbs.
The key to making these work is the scattering, I'm using 2% for this wip.
The indirect lighting are very small triangle emitters spaced at 3 inches on center, all joined into one mesh. This mimics the effect of strip lighting.
There are can lights in the "gallery" areas, where the lower beams are, these are just a square plane emitters with a round mask set inside the can.
There are actually four fill lights, one large horizontal plane about 3 feet off the floor and pointing down, about the size of the light inlaid stone, another vertical plane slightly tilted about the same distance in front of the bar, and another up a bit higher to light up the back bar cabinets. These obviously all are "hid form camera" (nice advantage we have over "real" world :). The last one is a vertical plane at the back of the wine room (behind the iron doors to the right), aiming back into the main room. The fill lights are all individually controlled. Also, I set the emitters to 5000K for the fill lights to mimic the light from a real world flash.
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By djflod
#322730
wow ... a very detailed explanation Josephus ... thank you a lot :)

looking foreward to new images ;)

So, is this a known issue?