Cove lighting

Reminder: If you encounter any issues with Enscape (including installation problems) or your subscription please reach out to our dedicated support team directly through the Help Center or by using the Support button as detailed here. Thank you for your understanding.
  • How is everyone doing cove lighting in enscape for Rhino?


    I find that non of the rhino lights really works as a linear cove lighting, even the rectangular light would give hot spot at the center. For long coves I had to create many many 5ft long modules of rectangular light to achieve that cove effect..


    It would be amazing if Emissive material can actually act as a light source and you can actually see the light without having to see the actual geometry.


    As of right now emissive will only show up if camera is really close to the source.. but the moment the camera moves away from the emissive light source, the lighting effect that was on the surface the emissive is lighting will be gone..


    Any tips?

    • Official Post

    Leo4su , thanks a lot for your post. :)


    To faithfully help you further with that subject, could you first off show me a screenshot/rendering of the current results you were able to achieve? This way I'll be able to see what you already tried exactly and how the general geometry surrounding the cove lighting looks like.


    Thank you in advance! ;)

  • So below here I exported these two images with identical geometry and lighting set up. The one up close shows how the cove light should look as it washes up the wall, and it is done with a rectangular emssive geometry. However when I start moving the camera away from that spot the cove emissive kind of loses its effect.

    • Official Post

    Leo4su , thank you for your response.


    There is indeed a bit of light fall-off I can see in the pictures, so to get a more consistent output, you may want to (temporarily) disable "Auto Exposure" in the General tab of our Enscape settings and adjust the Exposure Brightness until you're happy with the result.


    It would be amazing if Emissive material can actually act as a light source and you can actually see the light without having to see the actual geometry.

    I'll happily file the above as a dedicated feature request. Let me know if there is anything else you wanna add to it.


    Furthermore, I've created a similar project like yours and used Rhino's rectangular lights as workaround to the emissive material solution which you've used in your project:


    Here you can see 6 rectangular lights in total, with about 90% light intensity. I was able to achieve some decent results with this method and there was less light fall-off in general.


    Finally, I've found out that there might indeed be a problem with the light-spread when it comes to Rhino's rect lights, so I'll definitely forward this to our developers for troubleshooting purposes. I'll get back to you once there are any news regarding this subject!