Render problem Light emitters

Raylectron (https://Raylectron.com) is a 3D rendering engine for Trimble Sketchup (https://sketchup.com)
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stevo1
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Render problem Light emitters

Post by stevo1 »

Hi I am doing a project in Sketchucation where I have downloaded a model made by another member who has done a render with another render engine. The object is to try to emulate his render I am using raylectron. I have attached the model Thing is if I try to make a light emitter the render stops. I am trying to make the crossover cieling lights and the one under the cupboards. Like I said as soon as I make them. As I do not want to fail as If I do it will show raylectron in a bad light which it does not deserve can you please tell what is wrong? I want to swow it in the best light (no pun intended), because I love the product.

Below is the thread and render

https://sketchucation.com/forums/viewto ... 84#p650984
kitchen+practice+no+furniture.skp
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Re: Render problem Light emitters

Post by Support »

Hi, the other render output was also edited in Photoshop so we have no idea how it looked like right off the render itself.

When you make an emitter, you need to make sure the front faces of the emitter are facing in the direction you which it to shine, no materials to the faces, group them and then add the material to the group.

The windows, which let the light in, should also be transparent on the front and back faces.

If you can perhaps PM me your SKP file, I can better assist you even with a video to demonstrate?
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stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Hi I have attached here I am aware of no post proscessing and will work on that, I have a plane. As I said when I try to make something a light emitter it simply stops rendering.....period. I have attached here. For instance if I try to make light emitters under the cupboard to light the backsplash as soon as I make the material an emmitter it stops rendering the same happens to the cieling lights
kitchen+practice+no+furniture.skp
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stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Hi, I will try to work it out on my own for a while I think the lighting is nery complicated so I am simplifying, I think that is the problem:)
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Re: Render problem Light emitters

Post by Support »

The best way to render in Raylectron is to create your model as they would be in real life, scaling included (real life size). For example, design your light bulbs as they are in real life (just the shell not the filament etc), group all the faces of the light bulb and paint the group with the material you'll use as an emitter. If the bulb is to produce 360deg illumination, set the beam kind to None, otherwise, leave it at Smooth such as for directional lighting as in spot light, recessed lights etc.

Here is a video tutorial on this...

https://youtu.be/TzKYRLBBB8I

and all of our tutorials...

http://raylectron.com/webver2/documentation/
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stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Will watch the video shortly, thanks. Could you please PM me I am having issues PMing you

Thanks
stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Am just testing the lighting ATM before I go futher
Any hints welcome
kitchen+practice+no+furniture.png
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stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Have done a cross section of an idea to modify me existin recessed flat lamp will this work or do you have any suggestions?
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stevo1
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Re: Render problem Light emitters

Post by stevo1 »

Did an experiment with that setup, am not getting what I expected I thought I would get a smooth spread
That is 600 Samples BTW

Aso thought I would get more light where it is closer to the ligt source at the top it is mm's away from the emitter I do not seem to be getting any decay
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Re: Render problem Light emitters

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let me PM you...
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Re: Render problem Light emitters

Post by Support »

you need to set the Beam Kind to None and to unchek the Low Power checkbox. if your emitter is long and not symmetrical as in a 4x4 area light for example, subdivide it into smaller light segment as each will be able to illuminate the proximity objects much brighter as the long single lamp will not because of point randomness withing the light face and angle at which it hits. So if the right side of the wall shoot a ray to a random point on the face of the light and that hit point is on the far left side, the angle low and the distance is greater than if it had hit the light right much closer. making light segments will fix that because you'll have like 12 short lights as oppose to one long one.
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Re: Render problem Light emitters

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Like this one, the light is 8 feet long but made of 12 segments, so 12 lights...
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Re: Render problem Light emitters

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here's how it looks in Sketchup...
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Re: Render problem Light emitters

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I managed to find a way to render these long lights properly, I sent you a PM with the new version for you to try it. This render uses the same light as you have, one single long light...
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Re: Render problem Light emitters

Post by Support »

I got it working good, I'll PM you the update...

Old way...
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New way...
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