An indoor setup with a photometric light and a
skylight.
Set up an interior scene
to scale, in other words, a ceiling with a believable height.
Illuminate with one
photometric area light.

Logarithmic under
Rendering/Advanced lighting ...

Now, turn on mental ray.
Enable default photons ...
look at the colors bleeding into the gray walls:

Note: you can get real
specific about the max sampling radius this way. Take a tape measure across the
camera view.


Take note of the length
and divide by 10:

Enter that approximate
value here:


Increase the average GI
photon per light from 10,000 to 50-100,000. Still dark but the photons are
evening out if you look closely.

Add a standard skylight [not IES sky] and turn
on FG [Final Gather]
You can also optionally set the
radius up to equal the GI max sampling radius [I converted to generic units
here] then set the min radius to 10% of that.

Turning off preview is a
fast way to simply evaluate the light.
The result is block-like but fast.

I am here turning the
skylight down and increasing the FG samples.
Turn preview back on.


OK we can do one more
thing. Renderer tab: 1, 16, and Mitchell. This will
fix artifacts on the edges of the right hand shelf:


Go for broke, 1,000 FG. The result looks great, but it is very slow: 25
minutes.


You can have some fun and
apply self-illuminated materials to objects.
[Tip – put a fresnel falloff in the
self-illumination slot]

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