Print at Dec 16, 2025, 12:26:13 PM

Posted by GaudiGalopin3324 at Dec 27, 2023, 3:52:02 PM
Re: Apartment project with lighting by invisible hemispheres. I continue advertising
Tutmozis I think I got it. If the scenario is very simple (for example, ten non-bright balls in a room), then the total lighting power will be small. And then you can work with a high or medium brightness level of the render. But when a complex scene begins, where there are, for example, two hundred such lamps (in my scene there are generally about 300 of different types), then the total total power grows catastrophically by leaps and bounds. And the program is forced to offer the lowest rendering brightness options. To increase this brightness level, you have to set minimum power values, for example, for hemispherical towers 1-2%. But if there is bright daylight (made artificially, with the help of spheres or panels of 30-50%), then it does not work out to reach the average level. No way. But we must try to restrain ourselves and either reduce the number of lamps (but this can produce light spots or rough lighting without imitating reflexes), or increase the number, but assign the minimum power immediately. I always try to go the second way. There are a lot of lamps and not very bright ones. And then there is a chance to render on 2-3 brightness scales, and this is the color and the absence of grain. Less than 2 is often a bad kind of picture, gray and grainy. So my advice for realistic visualizations is to put a lot of low-power hemispheres 1-2%, add chains of dozens of small spheres to them (diode illumination) and there is a chance to stay at a normal brightness level. I do not know a way to proportionally reduce the power of all the fixtures in SH3D, just immediately set the minimum where possible and check the result for poor quality.