trying to figure out lighting

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trying to figure out lighting // Work in Progress

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Post by MikeJoel // Dec 1, 2008, 8:08am

MikeJoel
Total Posts: 266
I am attempting to work out lighting settings. I never do good with lighting.

I figured if I sat down and worked through a bunch of different types of lighting I could then just drop them in when I need them (I know this is probably old stuff for up to date users).


Here is an attempt at a full moon light.

I used infinite light to light all directions slightly then two infinite lights pointing the same direction. One has a blueish light (to help wash out colors) mapped and the other just white ray-trace.



16577

Does this look right? If not any pointers?




Thanks

Mike

Post by TomG // Dec 1, 2008, 8:12am

TomG
Total Posts: 3397
Looks nice to me! Depending on what you are using, soft shadows would be even better, especially for moonlight. Using GI can help if you have V-Ray. Mapped shadows can help if just using Lightworks without HDRI. Moving to light arrays and raytracing can be even better if using Lightworks (eg an IBL scaled way down to almost a point, or an array of four or more lights offset a little).


I would be tempted to add some blue in the shadows, with some blue ambient light. Artistically (ie in movies) I think the way to go is to exagerrate that beyond what is seen in reality, people are used to reading such a thing as "night time" when there are blue shadows :)


An omni or infinite light would do the trick there, with shadows off naturally.


All that said, this already does have a moonlight feel to it, so don't need to experiment with the above other than for pushing things a bit further if you want to!


HTH!

TOm

Post by spacekdet // Dec 1, 2008, 9:29am

spacekdet
Total Posts: 1360
pic
"Cruel-hearted orb that rules the night,
removes the colors (http://www.hhmi.org/senses/b110.html) from our sight,
red is gray, and yellow white,
but we decide which is right,
and which is an illusion."


Which is to say it seems a bit too colorful for moonlight.
The light could be bluer, the greens blacker, less saturated.
If you really wanted to get picky (http://www.visualexpert.com/Resources/nightvision.html), it might be easiest to post-process the image to replicate what you'd 'see'.
I like your tree.

Like Tom suggested, much softer shadows would also help.

Post by MikeJoel // Dec 1, 2008, 9:44am

MikeJoel
Total Posts: 266
yes SpaceKdet... that is what I thought as well (about to much color). Moon light seems to remove color.

I prefer to try to have the effect in the 3d modeling area so it will be as realistic as I can get it.


By the way the tree is available over at Trueshop for free.


Thanks Tom, I'm going to try your suggestions... by the way I'm the one still using 3.2 :rolleyes:


Mike

Post by MikeJoel // Dec 1, 2008, 12:27pm

MikeJoel
Total Posts: 266
Here is the same light adjusted.

Now all the ambient lighting has a blue tint, the actual moonlight is five sets infinite lights (each set containing 2 lights, 1 blueish ray-trace and 1 white ray-trace). One set in the center with all others about 1 degree off from it in 4 directions).... uh huh? :D


Anyway here is the sample

16582



Mike

Post by membrain // Dec 1, 2008, 5:00pm

membrain
Total Posts: 28
pic
...and this is rendered in lightworks? (i assume)

Very nice indeed. are the shadows set to -maps- or -ray-? The reason I ask is simply cuz it looks very well balanced IMO. I personaly am a huge fan of mapped shadows, I'll usualy turn the settings way up on the map size, sharpmess on Med... and quality on HIgh. It tends to give me nice clean shadows... usually

Post by MikeJoel // Dec 1, 2008, 5:18pm

MikeJoel
Total Posts: 266
I don't know... Whatever TS 3.2 used to render is what it is :o

They are all ray. The first render used a combination of ray and mapped (mapped being used initially to create the soft shadow).


Can my 3.2 cob files (which are a cube with lights glued to it) load in all other versions of ts with the light values working? If so I will post the cob for each lighting setup as I create them.


Mike

Post by TomG // Dec 2, 2008, 2:29am

TomG
Total Posts: 3397
3.2 wasn't Lightworks, tS4 was the first to feature Lightworks as the render engine. I forget what tS3.2's engine was, but it's in there somewhere (in the manual or some such).


HTH!

Tom

Post by spacekdet // Dec 2, 2008, 7:18am

spacekdet
Total Posts: 1360
pic
Good ol' rPlus.

I don't think the lights will necessarily translate to the new render engines.
There's nothing stopping you from trying, of course, but with such different engines you'd probably be better off starting from scratch using the lights native to whichever one you plan on rendering with.
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