So what I did was used one area light as both sunlight and photon emitter and placed it behind the two windows and stretched it to fit the size of the two windows. Well, here's the render but it's still screwed up as you can see:
I don't understand why there is so much light between the two windows when the area light is behind the windows and is set to caste raytrace shadows. I decided to change the position of the light and went onto to doing a night scene.
For this, I modeled a light bulb and added a point light to it. I made sure that the bulb was set to not receive or cast any shadows in the scene so that the light can pass through it. I used this point light as my photon emitter also. However, when I tried to render, the photon emission went about a quarter way before it got hung there. I tried reducing the photon energy, yet the problem persisted. I even changed the point light to an area light, yet it didn't work. Very frustrating. So I just decided to use Final Gather to render the image and see what it looks like.
For this, I modeled a light bulb and added a point light to it. I made sure that the bulb was set to not receive or cast any shadows in the scene so that the light can pass through it. I used this point light as my photon emitter also. However, when I tried to render, the photon emission went about a quarter way before it got hung there. I tried reducing the photon energy, yet the problem persisted. I even changed the point light to an area light, yet it didn't work. Very frustrating. So I just decided to use Final Gather to render the image and see what it looks like.
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