This is my first post and first project ever using Blender. I’ve played around with Blender a lot over the past couple months, and I’ve been working on a small scene. It’s not finished, but it’s going to be from the perspective of a man sitting at a table in an old rustic cabin, pre-gunpowder era. To light my scene, I was planning on implementing a fireplace (along with a couple table-top candles). The fireplace is what’s giving the lighting issue. The fireplace is going to be out of view, but I went ahead and modeled a simple fireplace box to provide realistic shadow casting. I’m currently using a point light inside the box with RGB values of (1.000,0.576,0.161) to simulate the omnidirectional incandescent lighting of fire. I’m using ray shadow with 64 samples to make the shadow cast as realistic as possible. The soft size was initially set to the default 1.000, but it was blocking out all light from the wall the fireplace is on. I bumped the soft size up to 8.000, and it’s casting more light on the originally dark wall, but there’s a stark transition between the two walls. Playing around with the settings doesn’t seem to change the shadow casting on the far wall no matter what. I was curious if any of you Blender veterans could help “bring light” to this situation . I’ve attached a view images to give you an idea of what I’m talking about. I’ve also included a link to download my .blend file (I couldn’t attach it for some reason): https://mega.co.nz/#!fx5FmIKA!EcgbXFYZb3InH1qeqHXEZVkGfKlStG4uRKrEO7lXTW0
This is the overall scene modeled out so far:
This is the textured workspace depicting the objects in question:
This is a full resolution render showing the lighting issue:
Note: I am open to any suggestions, criticism, anything. Like I said, I’m brand new to Blender, so anything I’ve done has been created out of experimentation and basic tutorials. Also note that I’m using Blender Internal right now just because I wanted to get familiar with how both internal and Cycles work separately.