The lights are almost gone
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in The Commons
I just finished creation of a room and tried to light it up with one of either the spotlight, direct light, or the point light. I tried each one and no matter what I do it seems like I can't light the room enough.
I even put the intensity of the lights to 200% at 10,000,000 luminosity. Also, before you ask, yes I made sure the lights were inside the room and not blocked by anything.
I'm using iray to render. It's not COMPLETELY dark, but not nearly light enough. When I used one of the preset render options it seems to be a bit better but I don't know why. Obviously it's something in the render setting?
Comments
Did you check your environt mode in render setting? Make sure it's not on 'sun-sky' or 'dome on;y', but on 'dome and scene'
Somehow setting on sun n sky or dome only, DS ignores all the scene lights
Okay, now make sure your 'lights' are not outside the room.
Use your top view, set in wireframe mode and zoom out. You should be able to see where all you lights are located. If they're outside the room, move them inside. using your translation dials
Try raising the Luminous Flux (Lumens) of a point light or spotlight. Adding a zero before the .0 should increase it enough i.e. raise it by a factor of 10.
Are those lights spot lights, point lights, mesh lights?
spot light is usually pointed in one direction, so if it's not pointed to the walls, the wall will not get much illumination.
point lights are multi-directional, but as with any light will decay with distance (inverse square law), so if you have a large room with only one light at the center, only the center get lluminated brightly, but farther to the light source it gets dimmer.
In addtion, depending on the properties of the interior material, light luminance maybe affected as well.
How large is the room?
Hmmm ... this might not be the problem in your case, but it has happened to me so I will suggest it.
All of your attention is on the lights ... but have you checked the camera? A couple times I was trying to squeeze as much of the room into the lens as possible (without changing the focal length of the lens) and although my viewscreen showed the room, when it renedered, it was trying to render through a cloth, or glass, or whatever it was in the way right at the border of the lens. I moved the camera ever so slightly and the scene rendered fine.
Tone Mapping? Check if somehow the values are off. The default values work well for general lighting situations, but if, say, exposure value has been set too high, the scene will be darker than expected. The default values display faintly, changed values are bolder or brighter (depending on which layout you are using).
Can you change the limits on the parameters for the lights INTENSITY from 200% to 2000% or more? Try moving or placing a light 2 feet from a wall pointing at the wall.
Ok, so this is VERY odd. I have a skylight in the roof. It have it using the glass shader so it's transparent. So I wanted to see if I could get a direct light to shine in through it (I'll explain how this effected the inside lights in a moment). It did, but the results were still dim. Then I was fooling around and lowered the Refraction index to 1 and BAM, the light had no problems being bright enough. Now, if only I could get a spotlight to work INSIDE the room without a direct light. So I deleted the direct light and setup a spotlight INSIDE the room. All of the sudden it is working great too! So I tested and set the skylight refraction index back up and tried to render again. Now it was too dark again! I don't get it... the spotlight isn't shining through the glass. Why is the surface of the glass causing this issue to it?
Is the skylight set to Thin Walled (under Volume)? If your camera is on the "other side" of the surface, you are inside a volume with a high index of refraction, so expect funky effects.
Walls block so much light. I just got Interior Light Pro and it's actually pretty good so far
https://www.daz3d.com/interior-light-pro-for-filament-and-iray
I did a couple of comparison renders one using it and the other default