Hello,
Thanks in advance for any advice on how to project a linear cylindrical light in the attached sconce?
The light is showing as a direct/indirect light when it is a diffused light that is the length and width of the sconce.
Please see attached.
Steps:
1. placed cylindrical light in the center and I am not able to make the light follow the lamp.
2. settings are type cylindrical, radius 2'-8" and height 1'-4"
Thanks,
Sandra
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There is no scene attached.
You can make the cylinder_light visible to camera as in the example below:
Do you have a photo reference of what you want it to look like? Maybe another light type would work better like mesh_light or photometric_light?
Hi,
The scene is attached and I attached it again. I am on 3ds Max also and I should've mentioned that sorry. I know Maya is very similar and again I come across stuff in the past that is in Maya and not in 3ds Max.
As the quick rendering attachment shows the light is direct and indirect and not in the center. There is no area light in the Arnold light and I tried the mesh and photometric lights and those did not pan out. It seems that I can get a nice horizontal light and not a vertical light even by rotating it. I really need the light to be a diffuse light like you see in a sconce.
The attachment is again right below of a quick rendering and you will see the light goes above and below the sconce
and when I bring it to the center it becomes horizontal when I adjust the settings for radius and height. If I could get it to be vertical somehow?
Please advise,
Thanks,
Sandra
Hi Lee,
Thanks for trying to help, and I found online that I need to use the Physical Material to make the light mesh connection in 3ds Max. To do this with an Arnold material does not seem possible in 3ds Max? Case in point as previously mentioned on how to do in Maya does not always work in 3ds Max, and the thing is so often I have been told oh just follow Maya tutorials. It would be great if the Maya tutorials would expound how to apply in 3ds Max when different. I attached a picture showing quick rendered result.
Thanks again for fast response.
Sandra
I don't see a scene file. Maybe you need to zip it before attaching it here or upload it elsewhere and post the link here.
Without seeing the geometry it is hard to tell. I am guessing that you could just use standard_surface.emission that would do a similar thing to what you are doing with the Physical Material.
Hi Lee,
I tried using the standard surface material and editing the settings with emission and that did not work - not sure exactly how to do that in Arnold surface? Luckily, I found the autodesk youtube Emissive Lighting in 3ds Max with Arnold. Funny they use the Physical material for this and not the Arnold standard surface. My guess is that is the way it's done in Max to A? If you know a way to achieve this in the Arnold standard surface please advise.
Thank you for offering to look at the scene. My archived file is too large and I have a deadline and cannot set up a link right now.
Thanks,
Sandra
It should be visible by just increasing standard_surface.emission_weight.
Hi Lee,
Yes this does work. Initially it did not work for me. I was concerned about mixing physical material with arnold shaders when I only use gpu rendering and physical material is cpu based. Thank you for showing that! Now if I could get the lighting right in all scenes where the colors render the same - that part is so time consuming.
Attached is the Arnold material light.
Again, Thank you,
Sandra
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