I can't understand the logic and operation of a spot light. I would like to simulate the illumination of my product in a more realistic way. The description of the tools proposed leads me to think that this must be possible. SW 2019 SP 2.0 with or without Realview
Rather than a long, messy text, I attach a file explaining my dismay.
For me, SW doesn't really make realistic renderings. Other software does it better with faster engines. But that was not the point. To get better results (better than SW alone) you have to use Photoview 360 which is a complement to SW. It must be activated in supplements before using it. It gives access to a menu allowing correct renderings without being really realistic.
The images you show don't seem to use photoview.
The black rendering shows that the spot is disabled in sw.
Hello and thank you Zozo and Soring for the time devoted to my problem.
Indeed I didn't use Photoview360 because I want a dynamic rendering here and for that I ultimately use the SW Realview option.
As for parasitic shadows, they fluctuate according to the orientation of the room and are not due to another light. There is no asset but the spot
Regarding the black rendering, it appears as soon as the cone of light no longer overflows the room and touches the corners of the board, see attached document.
By digging in the forum of the site I could see that rendering problems are recurrent with SW. I'm afraid Soring is right, SW is not the best tool for that. I was able to use the Keyshot rendering software which is much more powerful and intuitive, Blender is not bad either. But I teach CAD on SolidWorks and contractually I have to stick to it even for the notions on the fringes of pure CAD (maybe the Visualize add-in improves the thing but I don't know it, too expensive). But even if it is not very efficient, the least we can do would be for the features announced and described in the help to be operational.
Maybe a conjunction of parameters is needed for this, that the Reflection is equal to 0.548 with a Specular Quantity of the surface of 0.314159 for example. A kind of digital Stonehenge that in a very specific configuration shows us the Truth....
Indeed the light in SW is catastrophic. However...
Although my realview has disappeared and therefore I have a rendering of the ugly giga halo, I have found the solution to your problem.
After a few tests, including adding a hole in the board, I noticed that the light distribution depends on the quality of the topology of the room. I deduced that I had to increase the quality of the model, from the document options, image quality, and I put all the gauges to max and bingo, the spot reacts in real time and more in distant steps.
With realview enabled you should have a clean halo.
Indeed, the behavior is very different depending on whether Realview is enabled or not. With RealView, uniform illumination of the illuminated area and a clean circular transition to the rest of the surface is achieved. The reduction of the angle of the cone gives a result in line with what is expected of a "conical" spotlight. 55° Angle 38° Angle With Realview
Without Realview, so basic SolidWorks display, it's nonsense. The illuminated area only appears if the beam contains one of the corners of the upper surface of the plate, and when the area exists, its shape is not a circle. Without Realview
With Photoview 360, the behavior is similar to Realview from a geometric point of view, but with varying intensity in the illuminated area. Note: the processing puts a lot of strain on the graphics card... With Photoview 360
In conclusion: the spot does not work under the simple display of SolidWorks...
Thank you for your help. In fact, the problem seems to come from my SW 2019 because with my other SW in the 2021 vintage I find your results (but I have to go through a server and sometimes it lags noticeably). Note that spot lights do not work without the Realview option activated. And even then, it's quite poor. It would be necessary to be able to dose the gradient of light at the edge of the light spot. It goes from nothing to nothing.
If I may say so, you should use point light rather than spot light.
You have the main types
Ambient that illuminates the model in all directions with feedback of the reflections of the walls and object around the model
Directional: The rays are straight, unidirectional, like the rays of the sun.
Note : You will notice that the atmosphere and direction are centered on the center of the model without the possibility of changing the focus point. So if you put three directions, they will all point at the same point without the possibility of changing the center of focus.
Spot is aimed at a specific area to be used for global lighting. The spotlight must be considered for the same purpose as the directional one except that you can put the focal point on it wherever you want. Very good if you light a room with several objects (interior scene)
The (punctual) point allows you to do what you wanted at the beginning (see the attached image)
Obviously, these four ways of lighting must be designed according to the choice you have made for the background and the environment that may or may not emit light through their own surfaces.
You don't realize it, but you have to take into account all the lights, reflective surfaces and environment. Light bounces everywhere directly or indirectly. And I'm not talking about the cameras.
Kind regards
PS: if you want to give me your personal BAL and I'll make you copies of a few pages of my manual (in English from the USA) 530 pages.
Otherwise you can buy it https://www.amazon.com/Photorealististic-Rendering-Using-SolidWorks-Photoview/dp/1589340302
In the attached photo I only used solid with Realview without photoview 360 (nor Visualyse hihihi)