Luminosity study
Posted: Sun Feb 03, 2008 8:59 am
Hi guys, did some playing yesterday, I discovered a few things that helped me better understand this complicated (BUT AWESOME!) renderer.
kray notes:
-"photon mapping" as opposed to "light mapping" does not take into account backdrop/textured environment, etc.
-"limitdr" = "exposure" when output format is set to LDR
-postprocess autoexp,.5; is awesome!!
-glass should never have any diffuse, using any value of diffuse slows rendering considerably, to achieve colouring, use reflection highlight to max, then if more colour still need used color filter.
-lights that end up getting calculated with "direct" cannot be cached so they are bad for animations
-area lights should always be converted to luminosity lights under the "quality" tab, this way there is less things to control and uniform noise, plus again, it can be cached in an animation so long as luminosity lights are set to "indirect"
-"direct" quality lights can be achieved with "indirect" mode if low spatial tolerance is used
-photon count doesn't seem to have an effect on "direct" lights but does seem to on "indirect" lights
-the "Luminosity threshold", "Rays min" and "max" settings on the "Quality" tab has no affect on "indirect" lights, I guess it only controls "direct" lights
-"Precache blur" on the "Photons" tab can sometimes cause light leaks, set to 0%
-"Spotlights to area" on the "Quality" tab only works on spotlights that have "Intesity Falloff" set to "Inverse Distance ^ 2"
-"Spotlights to area" on the "Quality" tab also works as it should when "Area lights" is set to "Computer with Luminosity" or "Computer separately (adaptive sampling)"
This is a scene I made similar to SilverLW's.
http://www.koscad.com.au/pete/lumilights_01.avi
kray notes:
-"photon mapping" as opposed to "light mapping" does not take into account backdrop/textured environment, etc.
-"limitdr" = "exposure" when output format is set to LDR
-postprocess autoexp,.5; is awesome!!
-glass should never have any diffuse, using any value of diffuse slows rendering considerably, to achieve colouring, use reflection highlight to max, then if more colour still need used color filter.
-lights that end up getting calculated with "direct" cannot be cached so they are bad for animations
-area lights should always be converted to luminosity lights under the "quality" tab, this way there is less things to control and uniform noise, plus again, it can be cached in an animation so long as luminosity lights are set to "indirect"
-"direct" quality lights can be achieved with "indirect" mode if low spatial tolerance is used
-photon count doesn't seem to have an effect on "direct" lights but does seem to on "indirect" lights
-the "Luminosity threshold", "Rays min" and "max" settings on the "Quality" tab has no affect on "indirect" lights, I guess it only controls "direct" lights
-"Precache blur" on the "Photons" tab can sometimes cause light leaks, set to 0%
-"Spotlights to area" on the "Quality" tab only works on spotlights that have "Intesity Falloff" set to "Inverse Distance ^ 2"
-"Spotlights to area" on the "Quality" tab also works as it should when "Area lights" is set to "Computer with Luminosity" or "Computer separately (adaptive sampling)"
This is a scene I made similar to SilverLW's.
http://www.koscad.com.au/pete/lumilights_01.avi