SketchUp Lights Showroom

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george
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Lights Showroom
Lights Showroom
Hello everyone!

We have prepared the LightShowRoom model for SketchUp.
It contains various lighting fixtures starting from floor lamps, table lamp, downlights, wall lamps and LED strip lights.
It is a direct response to your request of having a sample about how you can build your own lighting fixtures that render efficiently and look well in a rendering. We have given a short description of each light type, so you understand better principles applied in their creation.

Those techniques presented in Light Setup and Optimization Guide will help you achieve better rendering results in a shorter time.

Download Scene

Greetings,
George
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Thanks ! Very much appreciated. :thumbup:
sinesium
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Thanks!
I would ask if is it better to use only low-poly mesh lights in thea scene as active emitters or bulid-in light sources such as point, spot, etc ?
I am asking about it because of noise.
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JQL
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This is an excellent resource. I wish I had it when I started. Congratulations!
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gwengosch
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cool
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Mski
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Nice scene.
sinesium wrote:I would ask if is it better to use only low-poly mesh... I am asking about it because of noise.
Hi Tomek,

the manual is not mentioning noise, but it is talking about poly count. On page 3 of the PDF "Light Setup and Optimization" it says:
Any mesh object in a scene can be converted to a light source... Note that heavy geometry will add to longer render times, so keeping the polygon count of the emitter objects low will benefit in shorter render times.
sinesium
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Ok Mski. I know that high-poly mesh is bad :) for emitters.
But I remember that someone write in the past that bulid-in light sources with IES causing some noise. Is it still valid ?
Beside of noise: Is better use build-in lights than mesh emitters to speed up the rendering proces ?
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PINOY
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Thank you so much.
Mski
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sinesium wrote: ... bulid-in light sources with IES causing some noise... Is better use build-in lights than mesh emitters to speed up the rendering proces ?
1. No clue. I always use sun, triangles with IES, or Rhino's simple rectangular lights.
2. Well, I guess the rendering engine needs at least one surface for every light as its normals are used for the light's direction. My conclusion, also guessing, every built-in light is converted to a mesh before sent to the engine. And a triangular is the simplest face possible and thus probably easiest to handle for the engine. But, well, guessing...
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Thanks, this will be very useful to me
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