Hi Pete, I'm sure bird render is a winner, can't wait to see it. Thanx a zillion ! Time to brainstorm, my already damaged fragile brain with transparency mapping :coolsmile:
Could someone post a simple scene file that shows how to do something like light a cube with a rectangular area light? I've tried and I can't get anything to shine light on anything else using uber lighting.
One question, in the test render below I have a large rectangle that passes closely to the hand on the right side which ought to make that hand the brightest part. However, it's actually darker than the hand on the other side of the model.
This effect also appears in the image you posted, where on the cube right next to the plane there's kind of a shadow, but that part should be the brightest part of the cube.
Thanks, I did some more tests and I think i've got it working. The darkness next to the light is just a glitch I can work around. Thanks for your help.
Sorry, the link was just a picture of inverse square. I found the Falloff Active setting which controls inverse square. It's pretty cool that you also can control the exponent of the falloff with the falloff decay setting! Good stuff!
Yeah very cool. What I normally do is leave Fall Off Start at 0 and set the end to what ever seems appropriate for the light I am using. More guess work really from looking at lights in the house.
Tramp Graphics sorry for the dely. I had a look at this today and to be honest the only way I could get anything close to what you want is to add Ambient and ramp it up over 100%. I tried all sorts of things like you probably have but nothing worked as good as Ambient.
Tramp Graphics sorry for the dely. I had a look at this today and to be honest the only way I could get anything close to what you want is to add Ambient and ramp it up over 100%. I tried all sorts of things like you probably have but nothing worked as good as Ambient.
Thanks for the response. I recently found a different design flaw in the bike I need to fix before trying to use it in any more renders. The jet boosters interfere with the rider's legs when the bike is "stopped". Marc can't put his feet down on the ground without literally going through the sides of the boosters. Are there any alterations to the lights' mesh you recommend to improve their function (be it to the lights and housings themselves or the lenses)?
Can anyone explain what the units of "falloff" are? I am trying to simulate a candle (with a small oval shaped primitive for the flame). But I can't figure out what the falloff settings should be. It's a pity they don't give you spheres (showing falloff start and end) like they do with the linear point light.
Can anyone explain what the units of "falloff" are? I am trying to simulate a candle (with a small oval shaped primitive for the flame). But I can't figure out what the falloff settings should be. It's a pity they don't give you spheres (showing falloff start and end) like they do with the linear point light.
As already said its in centimetres, so maybe start at say 200 for a candle (falloff end that is) and see how that renders. Just keep amending it til you're happy with it!
personally I would but it is entirely up to you what falloff start is set to.
So i have mastered the falloff, but when doing a candle flame I also want that overbright/burned out look for the flame itself. I have tried dialling the ambient right up to 800%, but it's still not looking right. How can I get that effect?
what colour is the ambient. Do you have enough light strength?
The candle flame is just a sphere primitive stretched out to an oval and then with the UberArea light applied to it. The ambient colour is yellow (but almost white) and at 800% so I should have enough strength, right?
Is there another control to make the flame brighter?
Comments
awesomefb I am doing fine now,just posted my bird pic to the content, with 2 days spare...early this year. LOL
yeah the link is on the first page, post one of my render thread http://www.daz3d.com/forums/discussion/2765/ under What are Transparency Maps? http://www.daz3d.com/forums/discussion/25377/
Tramp PM sent, thanks. I will see what I can come up with.
Hi Pete, I'm sure bird render is a winner, can't wait to see it. Thanx a zillion ! Time to brainstorm, my already damaged fragile brain with transparency mapping :coolsmile:
LOL I never assume it is a winner until it wins. :)
My pleasure
Could someone post a simple scene file that shows how to do something like light a cube with a rectangular area light? I've tried and I can't get anything to shine light on anything else using uber lighting.
Have you go the Area Light upside down?
I've tried intersecting it through other objects and it doesn't shine anywhere. Is there a demo scene I can look at?
There isn't but can you show me what you are doing. Post some screencaps here
Here's what I get from a test scene
Here's the scene: http://speedy.sh/YM4Mb/area-light-2.duf
I added an uberenvironment2 base to the scene and that added light but it looks like the light is coming everywhere *except* from the light plane.
Well it worked for me if I increased the light Intensity to 400%
Thanks! I got it working now!
One question, in the test render below I have a large rectangle that passes closely to the hand on the right side which ought to make that hand the brightest part. However, it's actually darker than the hand on the other side of the model.
This effect also appears in the image you posted, where on the cube right next to the plane there's kind of a shadow, but that part should be the brightest part of the cube.
Is there some fix for that?
My pleasure
no it is probably down to how close the area light is to the subject. Try moving it away more.
Thanks, I did some more tests and I think i've got it working. The darkness next to the light is just a glitch I can work around. Thanks for your help.
1: that link cannot be displayed.
2: Area Light does have Inverse Sq fall off but you need to turn it on. I show how in the tutorial.
Sorry, the link was just a picture of inverse square. I found the Falloff Active setting which controls inverse square. It's pretty cool that you also can control the exponent of the falloff with the falloff decay setting! Good stuff!
Yeah very cool. What I normally do is leave Fall Off Start at 0 and set the end to what ever seems appropriate for the light I am using. More guess work really from looking at lights in the house.
Tramp Graphics sorry for the dely. I had a look at this today and to be honest the only way I could get anything close to what you want is to add Ambient and ramp it up over 100%. I tried all sorts of things like you probably have but nothing worked as good as Ambient.
I don't model enough to be of any help I am sorry. But I will take another look as see if I can offer any advice.
Just the lenses to 200%
Can anyone explain what the units of "falloff" are? I am trying to simulate a candle (with a small oval shaped primitive for the flame). But I can't figure out what the falloff settings should be. It's a pity they don't give you spheres (showing falloff start and end) like they do with the linear point light.
I believe they are in centimetres - at least for start and end.
yes there are Simon and I must include that in the next rewrite. :)
As already said its in centimetres, so maybe start at say 200 for a candle (falloff end that is) and see how that renders. Just keep amending it til you're happy with it!
Happy rendering
great! thanks everyone. and presumably i should set falloff start at zero?
personally I would but it is entirely up to you what falloff start is set to.
So i have mastered the falloff, but when doing a candle flame I also want that overbright/burned out look for the flame itself. I have tried dialling the ambient right up to 800%, but it's still not looking right. How can I get that effect?
what colour is the ambient. Do you have enough light strength?
The candle flame is just a sphere primitive stretched out to an oval and then with the UberArea light applied to it. The ambient colour is yellow (but almost white) and at 800% so I should have enough strength, right?
Is there another control to make the flame brighter?