I have a question about the best method to generate cove lighting. In the past I have done this be creating an object the shape I want, and then assigning it a shader that casts light. This is then naturally the direction I want to take with Mental Ray, but Mental Ray does not seem to work well in this way. Or at least using the method I am trying, maybe I am missing something.
Right now I am using a A&D shader with self illumination enabled. I then have the self illumination set to interact with the final gather solution. It does illuminate, but the problem is that a lot of splotchiness and samples are clearly visible in the image that renders. I have the FG settings set reasonable high, and I have the interpolation set to about 80. I don't want to go higher than that, because I don't want to loose anymore detail in the image than I have too. I could probably go to about 300-400 and smooth these out, but that is going to flatten the entire image, and make it look muddy.
I thought I could use the ctrl_objectlights shader, and make the object generate photons that contribute to the scene, but that shader is not compiled for Max2009 64bit. Or at least I could not find it compiled for this release. I searched around for other shaders, but have not really turned anything up.
So, ....I am curious what are others using to work through this? Does anyone have better ways than I am trying? I am using Max2009, I won't be able to flip to 2010 for at least another month. Does 2010. MR 3.7.5 handle it better than 3.6.5?
I have done cove's some what successfully using a linear area and an IES file, but would like an easier way than positioning all of those individual lights.



