Artificial lighting setup - i.e. no real direct sun light
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Wow...this thread sure did jump with activity, very good stuff. Thanks JQ for posting and to you MK for asking the questions. I've learned quite a bit already and looking forward to trying the suggestions myself.
Here is a link to the plug-in JQ mentioned: http://pagesperso-orange.fr/dpont/plugins/Textures.htm
Here is a link to the plug-in JQ mentioned: http://pagesperso-orange.fr/dpont/plugins/Textures.htm
Larry V
Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Romans 1:16
For I am not ashamed of the gospel of Christ, for it is
the power of God to salvation for everyone who believes.
Yeah ! I have learned a lot me too. ( I bought Kray few months ago) but I was not able to use it ( due to my "mentalray background", they are not so far but it's always good to learn from the beginning and forget what you know from previous tools).
As you can see on this picture, I am getting a better light (warm and cold light on the same picture)
First: This procedural texture brought the atmosphere ( break the monochromatic look)
It's a bit tweacky because I use a a blue color for my sun (ie: 250 250 255)
and a DP texture with a turbity of 3.0.
the result is a "pure white" with a little blue gradient in the highlight (where the sun strike) and warm color in dark area. (To be close of the reality I must invert that state, because dark areas are cold and bright areas are warm)
I have to find a good balance for light and dark area.
I really like the light of this link
http://saluto3d.blogspot.com/2007/10/blog-post_15.html
Here is an exemple of my current state (DP texture), I ma far of the previous exemple , but I am looking for this quality:
As you can see on this picture, I am getting a better light (warm and cold light on the same picture)
First: This procedural texture brought the atmosphere ( break the monochromatic look)
It's a bit tweacky because I use a a blue color for my sun (ie: 250 250 255)
and a DP texture with a turbity of 3.0.
the result is a "pure white" with a little blue gradient in the highlight (where the sun strike) and warm color in dark area. (To be close of the reality I must invert that state, because dark areas are cold and bright areas are warm)
I have to find a good balance for light and dark area.
I really like the light of this link
http://saluto3d.blogspot.com/2007/10/blog-post_15.html
Here is an exemple of my current state (DP texture), I ma far of the previous exemple , but I am looking for this quality:
Ok I am back.
change:
The sun is yellow (you can see it : 1th rays on the floor)
Skylight texture is blue ( Horizon brightness: 0.5 ; turbidity: 6.0 ; Value: 1.65)
that is close to natural light...
During the WIP, I used caching data with low photons number to setup my shaders and find the good light balance.
For this image I turned off ""cache irradiance", and added more photons.
The result is the nice shadows (corner of the room, tv screen,etc.. )
But now I need to fix this bright light around the window. Any idea ?
Cause I am happy with the light in the room, but how can I supress or reduce this bright effect ?
please help

change:
The sun is yellow (you can see it : 1th rays on the floor)
Skylight texture is blue ( Horizon brightness: 0.5 ; turbidity: 6.0 ; Value: 1.65)
that is close to natural light...
During the WIP, I used caching data with low photons number to setup my shaders and find the good light balance.
For this image I turned off ""cache irradiance", and added more photons.
The result is the nice shadows (corner of the room, tv screen,etc.. )
But now I need to fix this bright light around the window. Any idea ?
Cause I am happy with the light in the room, but how can I supress or reduce this bright effect ?
please help

