I'm testing lights, so I modeled a light bulb (all parts, including the filament), but in black environment I only can get dark glass or, at least, not showing all reflections that it should have. Besides, the light does not seem bright enough to illuminate the environmentm and it only lights in front of it, and the rest is too dark. I attach some shots with different tracing methods, and then, the description of procedures:
At day:


In dark environment:


About Glass bulb:
1.- It is a volumetric closed object.
2.- It has a real 0,5 mm of depth.
3.- It has asigned "Thin glass" (the default preset), with 54 of reflection and 100 of power (no transparent, no emitter selected).
4.- The original material in SU is white and has 20% of opacity.
About filament:
1.- It's an emitter, blackbody, 5000 of temperature, 0.0001 gain, 200 power (I have tested high values to get more brightness) and 17.5 efficacy.
2.- The original SU material is a sort of beige.
About procedure:
1.- I'm using Reinhard tonemapping with default values.
2.- In day using sun-sky, and in black environment, using SU background and black selected.
3.- In first shots (both day and night), using Bidi-MLT and in last ones using Bidi-PT. (I got Bidi-MLT, because give me transparency on shadow of bulb in day and in bulb itself at black). Other tracing methods give me no transparency in bulb and it shadows, as showed in second shots.
System:
- Windows 7, 64 bits
- SU 6
- Indigo 3.0.17
- Skindigo 3.0.14
Renders done with Bidi-MLT cooked for more than 8 hours, then I supose in dark environment will not get more transparency (or more brightness) on glass than what is already seeing there, I'm right?. So, what I'm missing?. Or is a filament a too small object to give more powerful light as in real life is?
Thanks for patience (for reading many times similar questions) and for help, if provided.
HORACIO











