For a quick preliminary visualization, we change the scene settings to the primary ones specified in the first part, also we will not forget to change the size of the received image 640 * 480. Go into Environment and Effects, turn off the sky map, and turn off the sun in its modifier (who it's on): Let's change the picture of the background behind the window to the night one, I applied the image cropping to it, fitting it to the size of the plate outside the window: We reduce the strength of its glow by 3: VrayLight in the window, serving as a heavenly portal, turn it off, we do not need it anymore: Hide the curtain-tulle and do a test render: Well, it's night in our scene. I'll make the curtain visible.I'll put the sphere type in the VrayLight chandelier, the glow strength is 10 color 28,47,255. I'll make this VrayLight light me only a chandelier from the inside, playing the role of a light bulb. To do this, in its modifier, click on Exclude, select the Include type, in the left field of the window, find the chandelier and move it to the right field of the window. I do not want my light bulb to be visible, so I'll add an optional Invisible tick in its properties: I'll add the VrayLight type Plane to the chandelier, turn off the specular effect and the effect of the reflections, in its modifier, set the luminescence force to 20, the color is slightly yellowish 29,75,255: In order to light point lights, create VrayIES and dissect it across all point lights in the instance mode: As a sample of propagated light in the slot none I will assign to it the sample IES available for me (I enclose), I'll put the power of glow on 5000: At the moment it turns out that the light from the spotlights goes, and they are not included. I will change the available material of the plafonds in the spotlights to the VrayLightMTL glow strength of 5.Render: It seemed to me insufficient illumination of the chandelier, for the VrayLight sphere in the chandelier I put the value = 50, for the VrayLight plane I put 100: I want a warmer yellow light from the chandelier. Therefore, I change the shade of light VrayLight plane, sphere to 25,177,255: I will also increase the VrayLight plane luminosity up to 250, I will increase the glow of the background outside the window to 25.So by the method of selection of a glow and a cold-warm shade of light you can always adjust the desired atmosphere in your interior: Let's increase the settings for the final rendering, see part 3. Let's write a new way of saving pictures for the night scene in Batch Render. I will not forget about the hidden carpet.We get: I'll bring the image in Photoshop. I want more contrast and depth for the night scene: Dear friends, I very much hope that this lesson will help you deal with difficult, but only at first glance, issues of interior lighting in VRay.
Hey, show a picture of something alike to what you want to receive.
In general, you can do it in different ways: using the sun / sky and without it.If you use the sun / sky, then you get something like a sunset and the sunset yellow rays will make their way to the interior and create some evening atmosphere. To do this, first turn off all the artificial lighting in the room, create the sun, tie to the sky and the sun itself should be lowered closer to the horizon, while you'll see how the lighting changes (from blue to yellow). Using the poke / pick method, you place the sun at the height you like and adjust the power of the glow of the sky and the sun. Then you cut down the artificial lighting and also regulate it. Then you start to customize the materials, after adjusting them you are again engaged in light (something somewhere to twist on the situation). In general, you look at how materials behave when illuminated.As for the scorches from the sconce - you have a light source there that illuminates everything and the wall too, which creates a nuclear light. You can cheat and exclude this wall (maybe there you will have a tile of geometry laid out) from lighting this light, then the wall / tiles will not be illuminated at all, which is also incorrect. Skrinrim again - create another source of light, put next to the first (but not to intersect with any geometry), make it invisible and in the exception list for it, on the contrary, we include only our problem wall. With this approach, this second light will illuminate only the wall and nothing more and now you can easily adjust the light (more-less). Adjust its glow and parameters to your taste.You can do it in another way: the sconces shine up, it happens that such lighting creates a certain light pattern, a pattern. To do this, remove the light that stands in the wall and put the other - VrayIES, the light itself in the bubble or above it, and its goal (the vector, the direction of its glow) looks at the ceiling. And again everything is the same - you adjust its parameters, strength, light pattern, etc.If you do without the sky and the sun, then you cover the scene only in an artificial way, and the background behind the window you substitute with a plate with a night view of the city - nothing supernatural.In occasion of your question "as more correctly, to impose a texture and then to expose and adjust light or on the contrary?" I say so - everything is done together, i.e. First you put out the light and test it on gray matte, then you do the materials, then again you adjust the light, then you correct the materials again, if they do not build up, then again ... And so on ad infinitum😁 (joke)