So Glad I’m Not Animating This

I’m getting close. The office model is nearly finished. Just a few more lamps to add. There is already a lot of stuff in this room it really doesn’t need anything else. But to get an accurate understanding of how bad it is and to make it better, I really need to put them in.

So off we go. Let’s add the two lights that are on the desk. They aren’t very big lights. They actually have a cone shaped lampshade on them and I considered creating the lamp in two or three parts to be more realisitic. That’s not really the point of this so I decided to go with s cylinder shape. I dropped in a cylinder with the right height and right diameter to represent them. Not a very difficult model.

Once the one lamp was in I decided it should have reasonable appropriate materials in relation to what it really looks like. The lampshade is a nice purple-ish color and the rest is a black metal. This is another reason that I thought about modeling the lamp in more than one piece. However, I learned a great trick with the Holiday Card project and this seemed a great opportunity to use it. It did take me a little bit to figure out how to use it again. The material id settings, though proved to be the best solution.

A bit better an explanation of what it took to use the material id and the selection id feature. First I selected my materials got them all setup the way I wanted. Then I assigned the materials to separate material id chanels. Then I went back to the cylinder and selected the faces that I wanted to have the lampshade material And under the Polygon: Material IDs I Set the ID. I did the same for the faces that I wanted to have the black metal material. I thought this would automatically assign the material. It didn’t show up. So using the Polygon: Material IDs section and chose the id I set the lamp Office2014_010615ashade to and then used the select id button. Then I went back to the material editor, selected the material I wanted and chose the assign to selection option. I had to do this for the other selection set as well. As you can see, it did let me get what I wanted.

I copied it so that I had the second lamp. As you can see though, it doesn’t really look like either lamp is emitting light. I turned off the other lights to verify. I was disappointed, I was really hoping that making that material a self illuminating material would take care of that. It didn’t so for each light I added an omni light in the middle at the height the bulb would be. Then I grouped each light with it’s lamp so that I can move them around easier.

This looks better. I know it’s a bit dark. It’s actually what the room looks like with just those two lights on.

Office2014_010615b

Wow. That one scene too almost 30 minutes to render. Holy cow. Of course with those lights and all the relective surfaces, there are a lot of Final Gather points to calculate.

Here’s another view of the room with all the lights on. This one took 48 minutes to render. With render times like that, I am so glad I am not animating a view of this room.

Office2014_010615c

And still two more lamps to go before moving things around. At least I know to go get coffee while I render those scenes.

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