AccuRender nXt

advanced rendering for AutoCAD

I am having trouble figuring out cove lighting. I never could get it to work in ar3 either so that may be the issue. In my example i have just a strip that is 1"x30'. I turned it into an area light to act like the actual cove lighting, but it looks very spotty and non consistent. Should i just let it go through more passes to even out or is there a better way to cove lights?

 

Thanks -Derek

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I usually use a series of shorter cylinders (like flourescent tubes set to omnidirectional).

The spacing you notice (spots) will eventually resolve itself into the proper lighting with more passes.

At the very least I would break up the size of the area light into some smaller areas to get them to resolve a little faster.

My experience is quite similar - it seems worth it to divide one long polyline, tagged as omni, into smaller segments - this prevents the spotiness

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