I’m trying to set up a scene with some Ikea “chinese lantern” light fixtures. In this style of lamp, the bulb is suspended inside a hollow paper ball supported by wire, which acts as a large diffuser. In my case, the lamps are UVSpheres with the top and bottom vertex removed, leaving circular openings.
I’ve tried several approaches to set up and render the scene, none of which is satisfactory:
1 - Omni lamps + AO. All other materials are set to accept shadows from transparent objects. The “paper” texture is given a high alpha and a high Tralu (translucency). However, it seems that the “paper” material absorbs a disproportionate fraction of the light (the “hot spots” below and above the lamp, where the diffuser has holes, are very hot, and the rest of the scene is very dark). Also, in order to let more light through, the paper needs to be made less opaque (lower Alpha/A value), which looks worse, because the material is supposed to be translucent, not transparent.
2 - Radiosity. Slow. Also, I think I’m missing a switch somewhere to specify the scale of the scene – light seems to fall off VERY fast, no matter how bright or dim I make the Emit property of the paper material. When it’s hot enough to light the majority of the scene, the walls close to the lamps are blown out. Also, for ANY Emit value, the paper texture goes extremely bright. – realistically I want to see some paper grain/etc… (then again, I haven’t applied a texture yet, so this may improve).
Any thoughts? I’m attaching the blend, set up for omni lamps + AO right now…
amelobby-radiosubdiv.blend (232 KB)