I've been working in Chief Architect x12 and just upgraded to x13. I hoped that the upgrade would fix this problem I working on.
All of the walls are meant to be this warm wood tone. In pbr mode, the sloped ceilings are practically glowing and washed out. Some of the walls also have this super washed out brightness to them and occassionally I get a really grey wall as seen in the bedroom. In x12, that grey wall was showing as solid black. I can confirm that the wood on the walls and ceiling are all the same materials with the same properties. In the bedroom, all the lights are off while the living space lights are on, without it affecting the brightness. I've adjusted many of the lighting settings but everything else in the model is correct. Any ideas on how to fix this?
X-13 RTRT, A breakdown from another forum in response to growing frustrations with RTRT. (Items that are specific and searchable terms in CA have capitalized first letters) There is nothing "wrong" with the new Astral PBR RTRT option. Better understanding of a modern rendering engine may help alleviate some issues. If you are feeling overwhelmed by this info you can always uncheck the option for the RTRT in your Rendering Techniques Tool. Feel free to contact me for support or advanced training. • In RTRT a low sample rate is used in live camera views. • For exported presentations images similar to a CPU-based RT, set your Maximum Export Samples as low as needed to eliminate fireflies and light leaks. The higher the sample rate in RTRT Rendering Techniques, the better the image(up to a point where benefits are negligible). This only applies to the Export Image Tool. • A sample rate in basic terms is the number of samples from a camera of a given Objects Material ID as it applies to the geometry of an object, including colors, lighting, shadows etc. The more times something is sampled the less aliasing there exists in a final image. • The more light exists in the scene the easier it is to Sample. • You must supply ample light in adjacent rooms for the RTRT engine to properly process and "trace" your scene. Devoid of light, your exterior will be overly exposed, your interior may be underexposed, and you may have fireflies or light leaks. • Ensure that your active Light Set is on and illuminating your scene, which is accessed a number of ways, one being the Edit Active View tool, in the Camera Panel, under the Lighting Section. • With ample lights, an interior scene Rendering Technique Options might have an exposure from .15-.35, a Maximum Sample Rate of 500-1500, a Brightness between -10 to 0, a Backdrop intensity between 100-1000. This is not and never will be a universal setting, each scene needs adjustment according to the amount of light available to that scene. • If your scene is underexposed you may need to adjust your lighting including the lumens of your light fixtures. • Sun settings will do very little to help overexposure, underexposure, light leaks or any other trace related problems. This is the nature of a tracing engine. • Live view will always be of lesser quality than an exported image using the Export Tool(because of the option to change the sample rate.) • Typical problem causing issues: Caustics, Lights near transparent or translucent surfaces, lights of high Lumen values in one room juxtapose to lights of low lumens in an adjacent room. High resolution bump/roughness/normals maps in materials. These issues all cause difficult scenarios for attenuation and aliasing. Some of the fixtures being used are not optimized for this new engine. Consider changing the material properties of any glass that is in close proximity to a light source. Changing the glass material of a light fixture that is turned on in a RTRT camera from Transparent class to General Material with high Transparency can yield much more predictable results. Same goes for situations when inside cabinet lights do not show up in RTRT behind Transparent Class windowed cabinet doors. There is a lot more to this, you can have some success with this info, but barely scratches the surface. For some incredibly good generalized rendering info, read the Thea Render Manual(free online) It has some fantastic info in it that applies to all rendering engines. The following images are a RTRT with zero lights(screen clipped), an RTRT with lots of lights and same settings(screen clipped), and an RTRT export of the same scene The last image has the backdrop turned up since the sun direction is not illuminating the backdrop. Backdrop setting of 1000.
To make the emission of a material on a light source turn off when you switch off the light, you must select the Material Default Glass (Lights).
Are there any other materials that can behave like that, or is there any way to make more of this kind of default materials?
I'm making a visual stage plot setup for my band, and I would like to be able to create spotlights with several colors or material types with this switchable behavior, but it seems like all lights ends up with the last setting I do for this Material Default.
If any developers are reading this: Is this a feature that can be implemented in coming versions (I user CAPX12)?
I'm trying to get a wall mounted light inside a skylight well. So far I figured I could put it on a wall nearby and specify the offset/height to get it to "appear" in the more or less correct place. This kind of works, but I'm wondering if anyone has a more legit way of doing this? I'm hopeful to get the light to automatically tilt with the slope of the well.