In Part 3 of the Kerkythea tutorials, I explain the process of creating night renderings. Instead of using Kerkythea lights, I go a different route and paint surfaces in Sketchup, then tell that material to emit light in Kerkythea. This method allows you create lights that work with the spaces of the design and avoids navigating around within Kerkythea. I have attached the SU and Kerkythea files so you can see the settings and practice.
The more lights you have, the longer the rendering will take. This rendering only uses a few, leaving some areas darker than they should be. This will allow me to show some post processing tricks in the next tutorial.
Make sure the color you use for the lights in Sketchup is not used anywhere else in the model to avoid lighting areas you don’t want to in Kerkythea.
Use multiple materials for different lights so that each can be adjusted differently in Kerkythea.
Use simple shapes for the lights. The more facets the object has, the more calculations the program will have to do, really increasing rendering times. For example, don’t use a sphere for a light.