tube lights
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- Posts: 90
- Joined: Thu Nov 16, 2006 9:11 am
- Location: France
tube lights
Hello
I made a test with an old file I do a long time ago. I just wanted to see if I can render tubes lights that are on the ceiling.
Anybody have a great tip ?
I made a test with an old file I do a long time ago. I just wanted to see if I can render tubes lights that are on the ceiling.
Anybody have a great tip ?
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- Posts: 90
- Joined: Thu Nov 16, 2006 9:11 am
- Location: France
Hmm.. well geometry lights give you more freedom in shaping and are easier to place. They may render slower if they are not simple 4 point polys. You control quality (noise) of this lights with "lumi lights threshold - min - max".tiktane358 wrote:What would you use Jure for tubes lights : 3d tubes with % of luminosity, or linear lights ?
On the other hand linear lights might be a bit faster to render, but you'll have more work placing them...
I think it shouldn't make any difference...tiktane358 wrote:For linear light what is the better : 100000% with 1cm faloff or 50% with 3m ?
Threshold is a difference between neighbouring pixels at wich Kray will use more rays. Kray will use at least min rays at each pixels and will shoot more if difference between pixels exceeds "thershold" value. But even if difference between pixels is still more than "threshold" it won't use more than "max" ray.tiktane358 wrote:What are the linear light threshold ?
This method is called importance sampling and you can find it throught Kray and it always works the same way.
- Jure
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- Posts: 90
- Joined: Thu Nov 16, 2006 9:11 am
- Location: France
I tried playing with these values and I found something that works when the tube light is far of the closest surface about 1 meter.
When the tube light is 5cm close to the wall for example I have a lot of grain and I think that the light burn a lot at source and don't "light" enough around.
Can you show us an example of "Jure" neon in a black room ?
When the tube light is 5cm close to the wall for example I have a lot of grain and I think that the light burn a lot at source and don't "light" enough around.
Can you show us an example of "Jure" neon in a black room ?
It doesnt matter. Lights with inverse square falloff is just light with a natural and physicaly correct falloff. If When you change it's falloff radius OR change it's luminous power, the outcome will be exactly the same thing. Stronger or weaker, only that.tiktane358 wrote:What would you use Jure for tubes lights : 3d tubes with % of luminosity, or linear lights ? For linear light what is the better : 100000% with 1cm faloff or 50% with 3m ?
What are the linear light threshold ?
I've played with it some and it seems that you're better off with area or linear lights than with lumi polys. Lumi polys seem to produce too much noise...tiktane358 wrote:I tried playing with these values and I found something that works when the tube light is far of the closest surface about 1 meter.
When the tube light is 5cm close to the wall for example I have a lot of grain and I think that the light burn a lot at source and don't "light" enough around.
Can you show us an example of "Jure" neon in a black room ?
- Jure
Im bound to agree with jure after some tests. This example is photonmapping + caysics and "auto" mode. Auto mean everything stronger than 100% luminosity will be rendered in direct mode ,the rest in indirect mode. Custom lights is possible with just polygons but if we use only polygons like i did in this example we start to enter into Maxwell domain rendertimes 
and i also did one with arealights only.

and i also did one with arealights only.
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- Area00000.jpg (203.81 KiB) Viewed 10121 times
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- CustomLights.jpg (206.38 KiB) Viewed 10117 times