Hello,
There are a few things that can lead to this problem:
1) If the interior light intensities are set to unrealistically high levels, they can overpower the sky light and make it appear too dark (because the exposure has been set very low to compensate for the artificial lighting). Checking the exposure setting can give an indication if this might be the problem – a manual exposure below zero would suggest that the interior lighting is brighter than direct sunlight. (If you’re using automatic exposure, you could set it to manual and then adjust it up/down until it looks similar to your existing render to estimate what the automatic exposure was selecting.)
2) The material used on the window could block out much of the light from the outside. Depending on the SketchUp material colour and the Shaderlight material type and preset assigned, the material might be absorbing much more light than expected. Setting the SketchUp material colour to something lighter and / or less opaque might help.
3) The construction of the windows and the type of transparency you’re using in your window material can affect how much light passes through. You can either model windows by using two SketchUp faces (or even six, to enclose the edges, or twelve or more to fully model multiply-glazed units) to represent the thickness of the glass, or more simply using just a single SketchUp face. Fully modelling the glass will give the most realistic renders, properly rendering effects such as refraction and multiple reflections from each air / glass interface, but these effects are quite subtle and perfectly acceptable results can usually be obtained more quickly and simply by using the single face method – especially if the render isn’t a close-up of a window. When using the single face modelling method, it’s important to use the ‘thin glass’ Shaderlight material so that the renderer knows not to treat the single face as the ‘entrance’ to a solid block of glass – without an ‘exit’ face, rays will effectively travel an infinite distance before reaching the sky light source and will be completely absorbed unless you’re using a pure white SketchUp colour. The amount of refraction will also be far too high compared to passing through just a few millimetres of glass.
If none of the above can explain what’s happening with your model, please let us know and we’ll dig a little deeper.
For your second post, the ‘Dimmer’ setting specifies how much light is let through the portal – 100% means the full amount. We recommend always leaving the setting at 100% for the most physically accurate results, but it can be useful if you want to ‘cheat’ an HDR-like effect and prevent the bright skylight overpowering your internal lighting.
There is an unfortunate problem with the way SketchUp’s ‘WebDialogs’ (which is the mechanism that Shaderlight uses to display a user interface within SketchUp) handle text entry fields – if you type into them but then click in some other part of the SketchUp UI (perhaps to select another light portal), your typing is cancelled and the value gets reset. To avoid this, you need to ‘confirm’ your text entry by pressing the enter or tab key or clicking some other part of the Shaderlight light editor dialog. Although, as you describe the other light types behaving as you expect, it may be that something else is going wrong in your case – if so, please let us know and we will investigate further.
I hope that helps,
Shaderlight support