HI Guys -
More questions, as usual...
I am trying to simulate this recessed back lighting, I have created a molding element and placed a 300% luminosity tube inside, I cannot get the light to spread out far an nice though, any ideas?
I played with some settings but it does not seem to work?
what is the best way to achieve this lighting?
what is the best way to achieve this lighting?
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Well, a luminosity of 300% is fairly low. You could try turning it up to 1000% or so. Also, it may not be necessary to use a tube - just paint the wall polys up there at the back of the recess in the luminous colour.
The illumination will be grainy, so turn up Rays Min & Rays Max (next to Luminosity threshold on the Quality tab) until it smooths out a bit. Quasi-random AA will also help.
Phil
EDIT: Example render & Kray settings attached. It doesn't render quickly, and there are still some nasty blotches to sort out. Four 1000% luminous polys up in the recesses.
I guess if you didn't want to go to the trouble of actually using the illumination, you could fake the light creep across the ceiling using a weight map to control luminosity (set at 100% or so)...
The illumination will be grainy, so turn up Rays Min & Rays Max (next to Luminosity threshold on the Quality tab) until it smooths out a bit. Quasi-random AA will also help.
Phil
EDIT: Example render & Kray settings attached. It doesn't render quickly, and there are still some nasty blotches to sort out. Four 1000% luminous polys up in the recesses.
I guess if you didn't want to go to the trouble of actually using the illumination, you could fake the light creep across the ceiling using a weight map to control luminosity (set at 100% or so)...
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Last edited by phile_forum on Mon Oct 08, 2007 11:37 pm, edited 1 time in total.
Planet Indifferent - CGI by Phil Emery
http://www.planetindifferent.co.uk
http://www.planetindifferent.co.uk
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In order to get it to spread out nicely, you will probably have to play with your tone mapping settings. It's downright impossible to get a nice spread when rendering to linear. Try HSV Gamma 2.2 or something.
Also, the lights underneath the edge should be calculated as indirect, to save time. Or even baked.
Also, the lights underneath the edge should be calculated as indirect, to save time. Or even baked.