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Realsoft Forum • View topic - Can not sleep at night ...

Can not sleep at night ...

Can not sleep at night ...

Postby nkertes » Monday 2. October 2006, 05:27

Hello all ,

some time in the night :-)

Is there some other way create visible light ?

.........
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RE: Can not sleep at night ...

Postby Timo » Thursday 5. October 2006, 09:29

It really depends on what you mean by visible light. A 'glowing' light can be caused by two things:
- A lightsource so bright that our eyes create a glow around it. This is basically a 2D effect, lightglow post effect should do the trick.
- Atmospheric effect, as in fog or smoke around the lightsource. This is a volumetric effect, use a fog material and a lightsource with a falloff for this.
***edit***
Note that lightglow doesn't make lightsources glow, just pixels that are brighter than the given threshold.
When it is darkest, men see the stars.
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RE: Can not sleep at night ...

Postby Karl » Friday 6. October 2006, 07:28

I wasn't too happy with the lightglow effect when I tried to use it in an animation. I couldn't find a way to set its distance dependancy, so the close light would glow intensely (due to many pixels triggering the glow) and the further lightsource would nearly not show any glow (due to lack of pixels because of perspective causing less pixels).

Furthermore, setting up screen resolution for the final render caused unexpected havoc and caused waaay to much glow, because more pixels now contributed to glowing effect. The rendering was basicalyl ruined.

Since it was an animation, I did use some antialiasing, but apparently far from enough. This would cause one frame to have say 50 pixels triggering glow, the next frame 60 pixels, causing a very disturbing flickering of lightglow for no apparent reason.

Lightglow is a nice effect to have there for its purposes, but there should be far better tools to create glow or blooming effects without having to resort to atmospheric effects which just isn't very practical in animations; screws with dof effects (and the distance channel?), causing problems with overlapping volumes etc.

I think 3DSMax deals with lightsources in 2D as a disc versus RS3D uses a point. This gives 3DSMax a slight advantage in flare/"lightglow" handling as it can tacle "behind occlusions" and fade the glow as the lightsource is occluded behind an object. In RS3D it's just... Booof -- off...

Sorry I haven't answered the original question, but fact is I have never been able to produce good looking and animateable visible light.
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Postby websmythe » Saturday 14. October 2006, 09:25

In don't know if it'll help any, but... :)

"CGTalk Monthly Lighting Challenge #6 - Candle Light" might provide some sort of a resource for ideas as to the look and feel of real light. Different folks tackled it different ways (a lotta food for thought), and theres also a set of photos of a group of candles at various exposures. See the following link...

http://forums.cgsociety.org/showthread.php?t=395269&page=3&pp=15

The challenge is "over", aka Challenge #7 is up and running already, but I decided to try and give it a whirl as a practical project to learn RS. See following crosslink...

http://www.3ddart.org/index.php?name=PNphpBB2&file=viewtopic&t=894

Hope it helps.
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