How does this lighting work


GeneDavis
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I'm in out of the box X17, fiddling with the lighting in a kitchen, and having trouble understanding how to control lighting objects by tweaking lumens levels.  I have rope lights under wall cabinets, puck lights under a range hood, and an array of surface mount spots I built as solids and made to "have lights," plus a lineal pendant over the island I made and lit.  The material (out of box) "lighting white" is used for the lenses of the pucks, the lineal pendant lens, and the lenses of the ceiling spots.

 

Here is a view using standard camera, daylight set to day.  All the lights I named above are turned on.

 

Overhead.thumb.png.10d2b0d6a2919b40f1133355dd8a3edc.png

 

Here is the spec panel one of the four puck lights I placed manually under the hood.  The lighting has two components, a lumen strength setting for the bulb, and something called area lighting, apparently because of the material (lighting white) used for the lens.

 

OH2.thumb.png.5bc2cf91addeaf39f569be37b74785db.png

 

Note that in the camera view, something is lighting the range.  It's not the pucks, because they are turned off.  It is the lighting white material.

 

But lighting white material is used in the pendant over the island, and in all the ceiling spots.  Why aren't they emitting light in this standard camera view?

 

Here is a PBR render, taken with daylight off.  I want to dial back the undercab lighting, dial up the lighting from the ceiling spots, and dial down the hood lighting the range, but this area lighting is something I don't understand and seems to be messing with the scene.

 

 

 

 

 

Lighting kitchen.jpg

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5 hours ago, GeneDavis said:

Note that in the camera view, something is lighting the range.  It's not the pucks, because they are turned off.  It is the lighting white material.

 

But lighting white material is used in the pendant over the island, and in all the ceiling spots.  Why aren't they emitting light in this standard camera view?

 

Area lights (emissive materials) don't emit light in the Standard rendering technique. They require GPU ray tracing, so they only emit light in PBR-based techniques. The spec panel for the puck light shows that their spotlights are on, so my guess is that those are the light source lighting the range in the Standard view.

 

6 hours ago, GeneDavis said:

Here is a PBR render, taken with daylight off.  I want to dial back the undercab lighting, dial up the lighting from the ceiling spots, and dial down the hood lighting the range, but this area lighting is something I don't understand and seems to be messing with the scene.

 

Try decreasing the intensity of the point light used by the rope light. The intensity of the emissive material used by rope lights in PBR views is based on the intensity of their point lights, by default. Decrease the intensity of the puck light spotlights under the range hood. The ceiling lights don't appear to have a point or spotlight associated with them, so you'll probably need to increase the emissivity of the lighting material they use.

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