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Decrypt786
08-04-2009, 10:18 AM
Hi Guys,

Any suggestions on how to light my indoor basketball court

Ive created the room using a box and simply used a shell modifier

Dimensions are as follows

94 Feet long (Length)
50 Feet wide (Width)
50 Feet high (Height, from floor to ceiling)

Ive got some triangular trusses running along the ceiling jus to help you visualise what im trying to do,

i plan to use Fluorescent tubing lights,

Do u guys suggest i go fluorescent tubing or bowl type?

And what intensity settings should i use? attenuation? MR Lights, photometric or standard?


Please help

leigh
08-04-2009, 04:30 PM
Uh, I don't wish to sound overly abrasive, but it seems that you're posting this before you've even attempted to light it in any way. This sort of approach isn't likely to get you far.

It's really hard to suggest any approaches when no-one has even seen any shots of the room in its current state. Ultimately, lighting is not just a practical process of putting illumination into a scene, it's a creative process where you use lights to enhance a scene and, basically, make it look nice. As such, suggesting a bunch of arbitrary values would be rather silly, not to mention not really practical.

Trauco
08-04-2009, 05:33 PM
I would use photometric lights, and download *.ies files (you've got to set light distribution type to "photometric web" then load the file into the light) to do quick tests. But you would need to do tweaks afterwards.

It's my defeault aproach to begin an archviz lighting solution (ies files contain the intensity, shape and a lot of other atributes inside).

Just google "ies files" and browse the lightbulb manufacturers catalogs.

Good luck

Decrypt786
08-06-2009, 07:33 AM
Hi Guys,

Ive put in some photometric lighting using ies web lights,


Im having issues brightening the scene up, if i up the amount of bounces in final gather the ball seems to glow too orange, how should i brighten up the lights without blowing the highlights out the roof!

heres the rendered image

http://www.freeimagehosting.net/uploads/d9ead11968.jpg

A perspective view showing the positioning of lights

http://www.freeimagehosting.net/uploads/5a1dea531f.jpg

Screenshots of the light settings,(all lights have the same setting)

http://www.freeimagehosting.net/uploads/836300f95b.jpg

The lights ive used, thanks to Trauco ive got them of google

The collection name is Lithonia_Lighting

and the light is Lithonia_Lighting\Fluorescent\Strips\SM\L5726.ies

Please assist!


Thanks alot for your advice, :cool:

phix314
08-06-2009, 07:08 PM
To be honest, I don't think the IES profiles will really help you on a large scale scene like this. You may need to do some "cheating", and create the geometry of the lights to make them look like they're the main source of light, but use areas or other light types that give you better control over the spread, GI, all that good stuff.

IES would be best used for smaller lamps where the look of it's "signature", or caustic pattern, whatever it is, would add impact to the image.

Decrypt786
08-08-2009, 08:02 AM
Hey guys,

heres a render after using standard omni lights, scene is bright. please give tips on to make the scene more realistic

http://img80.imageshack.us/img80/1495/bbomnimulti.jpg


and here is the scene on how i positioned the lights

http://img5.imageshack.us/img5/4848/screenomni.jpg

As soon as i get the main ambient lighting correct im planning to add more details to the model

Thanks again for all your help

mister3d
08-08-2009, 09:36 AM
You may need to do some "cheating", and create the geometry of the lights to make them look like they're the main source of light, but use areas or other light types that give you better control over the spread, GI, all that good stuff.


That makes sense.

You seem to be deriving from the natural lighting setup, therefore your lighting loses realism. What renderer are you using?
Your best variant is to use area lights. Adjust proper fresnel reflections for materials. Right now your ceiling is lit, whereas such lamps wouldn't lit it directly. So make area lights lighting only in one direction. Area lights are your best friends as they have a real reflection, and also already have the inverse-square decay plus soft shadows. Your walls don't reflect, they should have some glossy reflections.

http://img34.imageshack.us/img34/9065/basebalcour0001.jpg (http://img34.imageshack.us/i/basebalcour0001.jpg/)
Or maybe something like this
http://img33.imageshack.us/img33/4945/basebalcourt1a.jpg (http://img33.imageshack.us/i/basebalcourt1a.jpg/)


Setup:
http://img34.imageshack.us/img34/488/setupf.jpg (http://img34.imageshack.us/i/setupf.jpg/)
At least you got the overall principle, sure it needs tweaking, but I'm lazy now.

Decrypt786
08-18-2009, 04:20 PM
Hi Guys

Thanks alot for all your help, I used 3ds max with mental ray for the image,

Had a tuff run with the lighting, but i went ahead and used your advice on the area lights, created som mr area spotlight as rectangles, added alot more objects, heres the render, im quiet happy with it :wavey: , thank you guys so so much, you rock!!:bounce:

http://img8.imageshack.us/my.php?image=indoorbbcourt.jpg


Cya

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