View Full Version : help in lighting a car tunnel needed....

04 April 2006, 11:49 PM
hello everyone,

At the moment I'm working on a 3d car tunnel model that in the end will be a part of a short video clip. I'm trying to get to the correct lights (for some time now), but I'm keep on having poor results.

I want the tunnel to have some "cool" lights, though it should not look to dark (later there should be posters on the wall ,they suppose to be fairly visible).

should I use regular lights? Vray ? IES lights?

can anyone help me ???

here's a few examples from what I've got so far (Vray):

Thanks .

04 April 2006, 02:15 AM
What look are you going for? If your going for photo real I suggest the following.

Since you suggested Vray, I'll go over the vray settings

White enviornment, turn on primary illumination to Irradiance Map (or photon mapping if you know how to use it well). Turn secondary illumination to none (for performance reasons ... make it something else if you want later). Use override on the environment, make it white, set the muliplier to higher than 1. You'll probably end up around 5-10.

Then use Vray lights as squares on the roof... or you can use point lights with some vray shadows.

Either way, it will take quite a while to render. Check out google for some Vray lighting tutorials. Many of the same rules apply.

04 April 2006, 08:27 AM
Hi AtmaWeapon , Thanks for helping out.

well , Yes.... I'm looking for some what real environment ,but not something too fancy .
I used your advice and followed the settings, you were right , it took a while to render ,

Here's the result :(3 minutes on 320X240)
since this suppose to be a video in the end I need to find a faster solution .

The problem with rendering a tunnel (I assume) is that it's a BIG indoor space , this require more light bounces , which takes more time.... how is it possible to overcome this nasty problem?

I'm thinking of putting a light source on top of the tunnel , so the light will enter from sides holes . maybe if I won't render the actual light source , only it's rays ,it will save me some time , does this makes sense ?


04 April 2006, 03:17 AM
I was looking at doing something like this myself and I have noticed that tunnels have a lot more lights than you might think.

04 April 2006, 02:23 PM
I think gray style makes the tunnel dull.Dark or bright style would be more interesting and more impressive.

For dark style to say,you would light those ad. boarders separately.

This image may give you some idea about bright style.

04 April 2006, 02:29 PM
Here is my opinion about dark style.

You may place some beam light around ad. boarder so makes it easier to see.

Hope this can help you.

04 April 2006, 02:34 PM
Why not use photometric files and calc a radiosity mesh then you renders should be very quick...look up some lighting vendors online and download some ies files to use.

04 April 2006, 08:14 AM
This is great help , I'll work on it and send an update ........

Thanks allot everyone !

04 April 2006, 01:28 PM
O.K .

So I've used IES lights (taken Maven's advice), they pretty much did the job , although the render time is still quite high , but I'm not done with this yet , so maybe I'll manage to lower render time later.

here's the pic (long 38 minutes) , again , it's not done yet but at least I know where I'm going (sort of ) .

Thanks guys for helping out !

comments are more then welcome.....

04 April 2006, 05:24 PM
did you calc the mesh before your rendered or did you just render? also, those hotspots are way too bright imho.

04 April 2006, 09:08 AM
Well , I've just renderd the picture . I'm not sure what is it exactly to "calc the mesh"....

your right about them hot spots.... thanks.

04 April 2006, 05:38 AM
Hey,eladdv,this tunnel looks more interesting right now.

I think those spot light are a little bit bright,this burns the wall much.Turn them a little bit down and add some colors,just twick around.Where dose the specular on the top area come from?What is the material of top area?I think they should be cement.You would get rid of those bump and specular.


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04 April 2006, 05:38 AM
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