Jump to content

lighting for interior rooms


Recommended Posts

Thought this might be the best place to go for lighting ideas- I am creating lighting fixtures for an interior room- It is a chandelier with 8 downlights- What is the best way to represent this?

Do I use spot, point light or directional light and typically what level would I use?

Link to comment

Without seeing the shape of it I would guess Spotlights.  If they are truly down lights, then spots would be right - you can adjust the beam angle to make it more focused and narrow, or open up wider to give you more coverage.

 

Omni light is like an exposed lightbulb (without the socket) - so a ball of light emitting in all directions.  So if you had just exposed bulbs, this is the way to go.

 

Directional light is about parallel beams of light - think sunlight here - so not a cone of light but a even direction of light rays.

 

(Technically, the sun is hitting us in a cone shape, but it is so large and so far away, that to human eyes, the rays appear to be parallel.)

 

For level - you just have to try it out and see what feels right.

 

e.

Edited by EAlexander
  • Like 1
Link to comment
  • Vectorworks, Inc Employee

If you will ultimately be rendering with Renderworks, consider trying out making a texture resource that uses Glow for the Reflectivity shader, and apply that to the shade/glass of the lamp.  You can control the brightness of the Glow effect in the shader controls.  Then, to see the glow effect you have to render in Renderworks render modes with the Lighting Options using a choice other than None.  The glow effect is produced by the indirect lighting engine.

 

This technique is probably the best for producing soft lighting from non-point lit surfaces.

 

  • Like 3
Link to comment

Agreed on all the above. 

 

The thing about lighting and glow textures is that you simply have to dig in and experiment. Everything impacts everything else. Brightness, color, location, rendering styles, ambient light, number of reflections, camera effects, the texture onto which light is projecting, etc. 

 

I used to wonder why, in the credits of an animated movie, that they listed personnel for “lighting”. Typically a lot of personnel. I don’t wonder that anymore. 

  • Like 1
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...