nisus Posted January 17, 2007 Share Posted January 17, 2007 Hi all, I keep suffering with indirect illumination caused by recessed tube-lights. Can anyone give me some tips how to achieve a smooth linear result. For what I have seen so far: The free tubelights don't give a smooth lighting. FG had to be set too high when using an object with a self-illuminated material... rgds, nisus Link to comment Share on other sites More sharing options...
AJLynn Posted January 17, 2007 Share Posted January 17, 2007 I've been having the same problem. I did get some improvement by using an IES light plus geometry with an output shader for the lens, but it's still not at all a good solution to the problem, so I'm curious to see what other people are using. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 17, 2007 Share Posted January 17, 2007 I have had rathergood results using an Output shader on a clender. To adjust the intensity just change the output amount. There are also some geometry light shaders out there that will do the jub better. Look on My JHV Link to comment Share on other sites More sharing options...
nisus Posted January 17, 2007 Author Share Posted January 17, 2007 Hi, For visual tube lights, I've had good results to, but for recessed details, I have a serious issue with incorrect shadows. Did you had this too? rgds, nisus Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 18, 2007 Share Posted January 18, 2007 cant say that I have noticed, or worried to tell the truth. can you post an image of the type of effect you are going for Have you tried a linear ies light? JHV Link to comment Share on other sites More sharing options...
nisus Posted January 18, 2007 Author Share Posted January 18, 2007 Hi Justin, Lineair lights don't work. I've tried it yesterday with a length of 360cm. I always got the light in one spot (the center), so no lineair effect. Adding an IES didn't help either. This is the effect I want to achieve: http://download.ams.be/CGA/AMS_LineairLight.jpg rgds, nisus Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 18, 2007 Share Posted January 18, 2007 For that I would use a A&D material and drop a map into the additional illumination slot, which works the same as and output shader. Also increase the FG multiplyer, 3 or 4 should do. Apply the material to the top faces of the reveal. I have just done a similar map to create "light spill" from shop fronts in a mall rendering. The whole mall is light with just MR Sun and Sky and the fill is from a map applied to geometry that st set back inside the shops. This gives really nice soft shadows and very quick to render. I'll post an image tomorrow JHV Link to comment Share on other sites More sharing options...
nisus Posted January 18, 2007 Author Share Posted January 18, 2007 Hi Justin, That should work. I tried the A+D material that you described on the actual tube only so far. Gonna try it. Tnx nisus Link to comment Share on other sites More sharing options...
nisus Posted January 18, 2007 Author Share Posted January 18, 2007 Hi Justin, drop a map into the additional illumination slot What type of map should I use? Falloff? Output? Glow? rgds, nisus Link to comment Share on other sites More sharing options...
nisus Posted January 18, 2007 Author Share Posted January 18, 2007 Hi Justin, I tried your suggestions with the output map. I got similair results than what I had before with the A+D material on the actual tube. The largest problem is the lightbleed, that only seems to disappear with high FG-settings. Even when I maximized the FG quality in the material, I have to go over 'medium' setting for FG, which is just to slow for my renderings now... here are some examples with draft and low mode... 1/64 1/4 rgds, nisus Link to comment Share on other sites More sharing options...
daniohayon Posted January 19, 2007 Share Posted January 19, 2007 Lineair lights don't work. I've tried it yesterday with a length of 360cm. The linear type does not produce good shadows in this case. Try the Photometric free area light with narrow/long area ratios. Use Ray Trace Shadows and position the light on the bottom of the recessed part and point it upwards. 1500 is fine for the intensity. The light spill happens when you turn on GI (or turn the intensity very high). Turn on 2 sided shadows if the walls around are not part of a box (planes). For the Indirect illumination manual settings I got: Energy 750 Decay 1.8 GI Photon 50000 In this scene there are four lights in a square configuration, these lights will just give the recess effect and omni bounce light. But no much of shadows. I like to put an omni on top of the scene with large area shadow to simulate the shadows from the ceiling. As far as quality FG will do the rest. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 19, 2007 Share Posted January 19, 2007 The free photometric area light would problable be the best bet and most amount of control over shape and intensity. The shadows can be rather grainy, even with high sampling. Yes an output shader, optional to set a colour or assign a bitmap JHV Link to comment Share on other sites More sharing options...
shafimon Posted January 21, 2007 Share Posted January 21, 2007 im a new user, i want to know the details and benefits from v ray. please. and how can i get the software Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 22, 2007 Share Posted January 22, 2007 Some will swear by Vray and others by Mental. There are 100000000's of threads covering this subject, so do a search. I wont go into it now. Give both a try and make up your own mind. I did and decided to stick with Mental. Sorry for being vauge, JHV Link to comment Share on other sites More sharing options...
nisus Posted January 22, 2007 Author Share Posted January 22, 2007 i want to know the details and benefits from v ray. please. I'm srry, but this has nothing to do with this topic... Run a search on Vray/MR on ANY forum, you'll find what you get... but you won't ever get YOUR answers untill you get your hands on both... rgds, nisus Link to comment Share on other sites More sharing options...
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