I’m having a hard time with lighting and glass using Rhino 6’s internal renderer.
I’ve built a recessed light with a point light as the light source and a fully opaque piece of glass with ‘self-illumination’ checked as the lens for this recessed light. I built it this way because I want both illumination of a surface, but also the light itself appearing to glow.
My first problem is that I can’t get the light to illuminate the ceiling it is recessed in without turning up the intensity of the point light until the surface it is illuminating is totally blown out. However, when I am orbiting in rendered view, it looks exactly how I want it to, and goes back to the completely darkened ceiling when I stop orbiting.
Here’s a photo of what the scene looks like when I’m orbiting:
Here’s what it looks like when I’ve stopped orbiting:
And here’s what it looks like when I actually render it:
Second, how do get the glass to behave as it should? You can see above that the surface beyond is distorted through the glass.
However, when viewed in the viewport in rendered view it appears more as I would expect. Does this have something to do with the checkboxes for Fresnel reflectivity or Alpha transparency?
Thank you all in advance for any help you can offer. The file I’m working off of is attached here.
roof lights.3dm (2.4 MB)