Shaderlight

Lighting of an open parking garage

 
EGIE
Total Posts: 107

Hi All

As you all know, sometimes it is not clear whether it is better to opt for an Interior or an Exterior scene in the Shaderlightsettings.

In this case - an open parking garage – there wasn´t to achieve a good lightingresult with the Exterior-setting. All areas in the rear parts of the garage were too dark with lots of disturbing fractals. I decided to try the Inerior setting. I could not place skylightportals in any windows, as there are no windows at all! So I placed a large Skylightportal in front of the garage - somehow “floating” in the air. This Skylightportal already brought a very good light without disturbing fractals but it was still too dark in the rear parts of the garage. Additionally, I had to place a lot of lights on the ceiling, which had to bring additional light. I had already placed many lights as SkUp-components, but all without any lighting function. In this SkUp-lightcomponents, I added two Area Lights. One Area Light lights up to make the light itself bright. An other Area Light shines down, to bring the required light into the scene. The Arealights I used had to be set to a very strong value, for their light could be seen against the strong sunlight.

With this case study I will show an unusual example for illuminating a scene. For this reason I add the settings that I’ve used. It would be great if we all could also post our settings here for helping each other by sharing our experience.

Image Attachments
Collage.jpgDoku_Collage.jpg
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fmarchitecten
Total Posts: 22

Hey Egie,

very nice renders.
I think you have no problem at all to set a spot on lightingsetting to get the right atmosphere in your presantations.
Great work.

EGIE
Total Posts: 107

Hello All,
once again I have made a parking deck [ by the way: I also do some other things ;-)) ].
Again, as in my first example in this post, it was a bit fiddly to get the right light for this situation.
First: The task was to show a customer how a renovated parking deck will look like from inside (image 1 shows a few test-previews). It was clear that the Shaderlight setting had to be an Interior setting.

Image 2 shows the whole model from the outside. I slipped (?) a box (4 walls and a lid) over the model. This box - I call it “Skydome” - consists of only 5 Skylightportals and ensures that daylight can flow into the model from all sides. This is much easier and faster than making a Skylightportal at each opening of the model.

Image 3: Daylight alone is not enough. To get enough light for interior renderings, I put 2 large Area Lights into the current parking level.
The lower arealight illuminates the ceiling and the upper arealight illuminates the floor. Now, with only two settings, the whole parkinglevel can be uniformly illuminated.
The neon lights here are completely unimportant for the scene lighting, but with their appearance and lightcones they produce the impression of real light.

Another last note here - each parkinglevel (or scene) has its own light setting on its own SKUP layer, as described here for being in a position to turn off all lighting, which is not needed for the current scene -  that speeds up the rendertime immensely…

Image Attachments
01.jpg05_Aussen.jpg03_Innen.jpg
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