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View Full Version : wheres the light coming from?!?!


sakuramboo
03-26-2003, 12:58 AM
im workin on the interior of a space ship. i have no lights in the main room. but when i render it, the main room is really bright. brighter than it should be. i placed some omnis in the hallway that is behind a door to the main room. but the main room is still very bright. this is a problem because i have a giant glass tube in the middle and there is a glare going down the front where the door is. the omnis have a multiplier of .2 each. so they shouldnt be putting out that much light to make that huge of a glare. plus with the door in the way, that main room shouldnt have any light. right? now when i want to add lights to the main room (which i have to do) they have to have a multiplier of .05 in order to not brighten the room to much to see.

mark_battista
03-26-2003, 01:46 AM
might help if i could see your seen. Just a thought, have you checked that global illumination isn't on. tools>lightlister>global illumination
Another option would be to select your omni lights, go to include/exclude and check what hey're including. If it is these omni lights that are causing the problem, then you can exclude your room from their illumination.

Hopes this makes sense
regards
mark battista

sakuramboo
03-26-2003, 03:18 AM
this is what i mean. i got the tube not to have a glare, but i can exclude the main room cause that and the hallway is on element.

you can see that in the big room, the left side is shaded cause theres no light hitting that side. yet on the left side, its bright as day. the omnis arent even that strong. 4 of them are at .2 and the other 4 are at .15. the hallway isnt even lit properly. whats going on?

mark_battista
03-26-2003, 11:00 AM
sorry man I can't really help you, is this max?
The only thing I could really suggest is that you create some omnis in the areas that you want to be darker and give them a negative value.
sorry if im useless
regards
mark battista:D

ps is the door a separate object? If so scheck the include/exclude options for that. Make sure your lights are including that door in their calculation.

DJ-Wood
03-26-2003, 11:07 AM
Have you set your omnis to attenuate?

Set them to fall off over, say, a 6 metre radius.

(Its difficult to judge the the relative scale of your space, but an appropriate attenuation on your omni settings should help)

Keep at it!

TimWoods
03-26-2003, 11:19 AM
attenuation or fall off should be on to keep light fairly local, and make sure they have shadows on, this stops the light lighting the whole scene.
:)

gaggle
03-26-2003, 12:05 PM
Yeah, shadows is what I'm thinking could be causing this, are you sure the lights are shadow-casting?.. if they're not, they'll ignore the door and just keep on shining on every object.

fnselmi
03-27-2003, 05:25 PM
I cannot remember wher it is but, there is an option to show the default lights that Max uses when you create a scene. Ill find out and let you know. I think thats whats causing this

Signal2Noise
03-27-2003, 05:31 PM
fnselmi, I think when new lights get placed into a scene the default lights get deleted automatically. so if sakuramboo has lights placed then the defaults shouldn't be a problem.

sakuramboo, is this room a completely enclosed volume? If so I would suggest double checking the mesh for any open gaps and such. Maybe you have a leak somewhere?

Also, make sure your texture/material for that particular wall isn't Self-Illuminated or anything.

Good luck.

fnselmi
03-27-2003, 05:33 PM
woops I did not read the "I have created light part" sorry :eek:

mark_battista
03-27-2003, 07:50 PM
and so? Dids you sort the problem out?
regards Mark Battista

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