Played around with an indoor scene lighting a bit, and got a little confused. Have a look at the scene below:
It's illuminated with HDRI, multiple light emitting surfaces already bundled with the motorhome model, a spot light I added behind my model's hair (replacing the small plane in the screenshot, as I saw strange behavior when rendering it) and a primitive plane I modified to act like a big softbox, in front of the model.
Both the planes had to be hidden, leaving only the light emitted, so I searched around a bit and people suggest lowering the opacity to 0.0001. The problem with that, is that it lowers the light output, so there has to be a compensation. Moreso, why I replaced the backlight plane with a keylight - when rendering, the back plane left white pixels in it's place, guessing it has to do something with the opacity. Since the value of 0.0001 isn't exactly a 0, it's not entirely invisible.
Two questions, how would you guys light this kind of scene? And how do you hide an object properly, that is used only as a light emitter?
Thank you!
It's illuminated with HDRI, multiple light emitting surfaces already bundled with the motorhome model, a spot light I added behind my model's hair (replacing the small plane in the screenshot, as I saw strange behavior when rendering it) and a primitive plane I modified to act like a big softbox, in front of the model.
Both the planes had to be hidden, leaving only the light emitted, so I searched around a bit and people suggest lowering the opacity to 0.0001. The problem with that, is that it lowers the light output, so there has to be a compensation. Moreso, why I replaced the backlight plane with a keylight - when rendering, the back plane left white pixels in it's place, guessing it has to do something with the opacity. Since the value of 0.0001 isn't exactly a 0, it's not entirely invisible.
Two questions, how would you guys light this kind of scene? And how do you hide an object properly, that is used only as a light emitter?
Thank you!