How to IRAY light this room? Gentlemen's Game Room
MKeyes
Posts: 474
in The Commons
I'm going NUTS! I have been at it for 4 hours trying to IRAY light this room. And I have gone from bad to worse. PLEASE - pretty pleeease can someone direct me, help or tell me how I might light it up?
And the ceiling lights in the prop - how would I get them to illuminate with Iray?

Comments
You select the bulb in the surface tab (and the light in the scene) and then apply the Iray preset for emissive light. It will be a fairly yellow light as it loads. If you want it less yellow increase the emission temperature. Luminance should be alright if you are lighting them all and adjust the tone mapping.
I haven't a clue of how to do that. *sigh* When you have a moment of time, can you write it out in steps?
Okay, I've read what you wrote slowly and gave it a go. I will see how it turns out this time.
Personally, I would suggest ignoring the lightbulbs and just putting point lights set to 'sphere' primitive. Click on Light Geometry, set to Sphere, and increase the Height/Diameter until it looks about right, adjust temperature as desired, then up the luminance until THAT looks right, then duplicate the light and put it in the lamp, repeat until all lamps filled.
You save a lot of time using light primitives than using emission surfaces, because the code is specialized. To make a bulb surface emitting, the engine essentially treats EVERY facet as an emitter, which can be... bad.
And unless you are doing some huge closeup of a lamp bulb, particularly what with all the lampshades, nobody's going to notice the difference.
No hurry, YES PLEASE... you are doing ME a favor... when your time is clear.
To apply a shader like the uber shader you use the surface selection tool to select the surface you want to apply the shader to. In this case it will be the light bulb in the lights. If you hold down the ctrl key as you click on them you can select all of the light bulbs at once and do them all at the same time. Then simply apply the emissive version of the uber shader. Look in shader presets/Iray/Daz Uber. It will be the yellow one that says emissive. Do a short test render and see what the light level is once you have done this. If the light looks too yellow go to the surface tab, scroll down to emission temperature. 2900 is very yellow and 6500 is "white" so pick a number between those depending on the look you want. The luminance (just below that) is set to 5000 which may be enough with the number of bulbs in the scene. I would start with the tone mapping (render settings) at 400 ISO since it is an indoor scene with "regular" artificial light. You may want to adjust the fstop down some depending on how brightly lit that is on a test render.
As others have noted above, you can either make the light bulbs emit light or add point- or spot-lights.
In addition, though, you can easily change the overall brightness of the scene by going to:
Render Settings > Tone Mapping > Exposure Value
... and changing the value from its default of 13 to a lower value, say 9.
This is particularly useful in internal scenes like this one that no external light sources.
Cool, will be trying all of these tips tomorrow. Thanks everyone, really appreciated.
My final image in rendering. Ince it's done, I'll post it to the gallery with the scene file. I took a bunch of screen caps as I went along, I'll just need to write up a step by step.
http://www.daz3d.com/gallery/#images/94746/
the scene file is available for download from the gallery page.
Is it unfinished?
Scene file works fine for me, thanks Tim. It uses emission lights, and renders reasonably slowly, it took 15 mins for me to render to 95% convergence using my GTX 970. I wonder if using point lights as suggested above might speed up the render. Here is what I rendered, same as Tim's but slightly less grain, so I suspect he had to quit his before it had reached 95%.
They both look good. I lean slightly toward Tim's. I admit that I've not looked at the file (If I let myself go that far afield I will never finish this product) but I am wondering if you could turn down the intinsity on the outside lighting so that the windows don't blow out so much. Yes.. I am obsessive and picky. Why do you ask?
It all depends on the look you are going for. I was going for a daytime photograph look, so the blown out effect is fairly natural. An evening sky render would allow for more detail in the windows.
I did quit it early. It's really meant to show the lighting example and I didn't want to hold it up for an hour to render fully.
dude, nicely done. I'm going to have to look at that scene file
My render was from Tim's scene file so they have identical settings, and all the credit goes to him, so I am confused you are comparing them, mine just rendered for a bit longer.
Well I have the scene built and now I have to move everyone towards the fire, Lmbo... but I think I will. Thank you so much @Timbales! We shall see how I do.
Cheers all... I be back...
I keep clinking download - but it sends me to another gallery page, and I don't see the file. Also, how is it installed? And how can I locate it? Perhaps by the time you see this and answer it I may have worked it out, however in case I have now... well - I hope you will have seen this. Once more, cheers...
I had the same problem. Do not click the link, just right click on the button with your mouse and select "Download Link" from the pop up
Aaaah, thank you so much!
That is so odd Havos. The light from your lights looked yellower to me than Tim's. Flipping back and forth they look the same. Must be my aging eyes.