Scifi corridor - My first light emmiter test

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MDK
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This is a scene I did in maya some time ago. Cooked about 20 minutes with pathtracing, maxdepth set to 4 and 1920x1200 render resolution on a 2gb Geforce 460 GTX. There is no environment lighting in the scene. The "Windows" are polygon objects atm. The problem I'm having with this scene is that the lighting is too uniform. Almost the same as just using direct lighting with a white background. I need to figure out how to get the areas close to the light sources a bit brighter and the the areas further away a bit darkes. There is also a color difference in color temperature in the windows lights and the ceiling and wall lights that isn't coming across.

Image
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8Eggar8
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FamilyGuy
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Really cool!
Scog
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I think your uniform lighting problem is probably mostly due to the light from the windows being too bright and diffuse.
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matej
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The lighting in such scenes is always uniform / bright, unless the spaceship has been already attacked / something went terribly wrong, and Aliens are waiting at the end of the corridor. :)

Maybe remove / half open the door, copypaste the section, and make that part semi-dark / different illumination...

edit: and scale the floor UVs - those raised "buttons" should be smaller.
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Mateuet
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matej wrote:The lighting in such scenes is always uniform / bright, unless the spaceship has been already attacked / something went terribly wrong, and Aliens are waiting at the end of the corridor. :)
Absolutely right! :lol: You should see my corridor after we hit some space debris.
Nothing better than an explosive decompression to spice your lighting up a bit.
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ROUBAL
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Nice scene !
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