Gionmetric and Arealight with VRAY..

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Gionmetric and Arealight with VRAY.. // Archive: Tech Forum

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Post by prodigy // Jul 11, 2006, 7:07am

prodigy
Total Posts: 3029
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Hi, all again,


I send 2 diferent problems with Vray Lights..


1)


Geonometric lights doesn't work with Vray and Virtualight. I use the geonometric light from Truespace "8316F1PN"


1818


Geonometric lights are very cool lights.. i realy whant to see geonometric lights working on VRAY. :jumpy:


2)

Second and for me the most important.. its about arealights.

Arealights are very realistic lights but..... BUTT!!!! :confused: :confused:


1819


I create a plataforme and a wall with a distance 24.3 meters. The arealight have 2 of intensity.. and 0.01 falloff distance..


With the lightwoks u see the light but doesnt iluminate the final wall..

In Vray example u see.. a good falloff on the plataform.. BUT! the wall is totally iluminated.


I found this "Bug" because i use allways to iluminate interior rooms.. and i allways see the wall infront of the windos allways its to shine.. Thats the problem.



I think the most problematic is arealight


(sorry my english :D )

Post by chrisj // Jul 12, 2006, 1:21am

chrisj
Total Posts: 239
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I'm very surprised that you're using such a low fall off with your area lights. If you build your environments to scale, your light source attributes should match. Personally, I only give point sources a quadratic falloff, as this reflects reality. Area lights should be a linear falloff. In an interior scene I would use of falloff of several metres to represent a window, for example, so that light reaches well into the room (this is what occurs in reality) If you have a falloff of a small fraction of a unit, you'll only illuminate a small plane in front of the light.

Post by prodigy // Jul 13, 2006, 6:36am

prodigy
Total Posts: 3029
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Hi.. this is a Exagerated example to show this problem.


If u put an arealight on a window. the wall infront of the window "or any other object" became totally white.. this is not happend in real life.... The arealight must have falloff distance.. if u try to put an arealight on a interior window u gonna see the light next to the arealight whas more dark than the wall infront the window. doesn't care if its at 2 m or 2 kilometers... The arealight NEEDS FALLOFF DISTANCE.. Yes or yes to make a good light interior.


Thats the real problem.


Regards,

Post by prodigy // Jul 13, 2006, 6:42am

prodigy
Total Posts: 3029
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other thing.... u NEED manipulate the intesiti of light in any part of the scene to make a good render..


Because if not, u are totaly slave from the intensity of the light on the wall..

and the area next to the window never gona be iluminated..


:banana: :banana: :banana: :banana: :banana: :banana:

Post by parva // Jul 13, 2006, 7:01am

parva
Total Posts: 822
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gonio and area lights are not well supported with Vray, true.

Must admit, I didn't use ever falloff with area light - seems to have not really an effect, nevertheless it's the closest and easiest way to illuminate incoming skylight trough windows (agree your shown problem must be taken into account).

You can try to put a plane in front of the window and apply a high luminance but you will need high Samples - not really an alternative.


Wished Vray for tS had a Vray light which can be plane, sphere, dome etc,... just one light which can be fastly converted to any other kind of lightsource.

Would be handy in many ways.
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