Interior rendering with Raytraced

@milezee, I indeed did the Raytraced view mode.

I don’t think there are tutorials available yet for interior rendering using the new Raytraced mode. I suppose the @BrianJ s and @theoutside s should be enticed to work a bit on that sort of tutorials as well :slight_smile:

That said, I think the general practices for interior rendering holds for Raytraced as well. I think that for most (non-textured) materials you should be able to stick to the Rhino materials (Plaster, Plastic, Paint, Metal, Gem, Glass), and the materials from the Material Library that is provided with Rhino. The same goes for the Environments that come with Rhino. There are quite many, and they cover already a wide range of different lighting setups and situations.

Further it is good to remember that Rhino lights don’t have a fall-off, so take that into account when you use them in your model.

As always, if you come into situations that give rise to requests for features please do post them :slight_smile:

This is getting a bit OT, so if you have more questions regarding rendering with Raytraced please start new threads.

/Nathan

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@milezee - there is a live webinar set up on Wednesday on the subject. You can find more info on the About Rhinoceros window.

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hi, yeh I saw this announcement yesterday, different time zone here but will definitely watch when it goes on the Vimeo channel, cheers :slight_smile:

So, do you recommend using meshes with an emissive material instead? is this possible now?

I don’t recommend using meshes with emissive materials per se. I just mean to say that you should take into account the behaviour of Rhino lights.

You could add meshes with an emissive material, but that material is still behind a test command, so not a real option yet. This is more something for v7.

So we can not get real lighting behaviour using raytraced, right?
I imagine there are plans for adding real fall-off to Rhino’s lights.

Thanks Nathan.