Showing posts with label lights. Show all posts
Showing posts with label lights. Show all posts

Thursday, 22 May 2008

scene02/shot01 - update

It's a bit later and I am a bit more tired but also wiser...

Now I am nearly happy with the Background... I hope I dont need to pan around because the shot is built up in layers and is not a real 3d space but only textured spheres, some rough geometry in the background and some good geometry on the rock in the foreground ;-)

Sleepytime...

Friday, 16 May 2008

Assemblies

Assemblies are useful for creating combinations of geometry and light objects that act as lighting fixtures.

You use them to represent the housing of a lamp and its light source or sources. You can use assemblies to represent lighting fixtures such as simple desk lamps, lighting strips, track systems, wall sconces with fluorescent or incandescent lights, chandelier systems, line voltage cable systems, and so on.

When you create light assemblies, first you create your objects and build a hierarchy, then set joint parameters and assign inverse kinematics (IK) . As a final step, you assemble the object hierarchy. The lights you use in the assembly have light-multiplier and filter color controls. You wire the Dimmer and Filter Color parameters of the Luminaire helper object to the parameters of the light sources that are members of the light assembly.

In order to wire the Luminaire controls to the light parameters, you must first open the assembly. Then, after wiring, you close it.

Wednesday, 20 February 2008

...more light...

here I used a skylight and 3 omnis (without casting shadow)
It took its time to render and the globe seems to float in the air.
Arrrghhh... not so easy this stuff!

Tuesday, 19 February 2008

more lights


7 photometrical arealights


6 omni lights + targeted light


1 skylight + targeted light


The shot with the skylight in it looks obvously better... but took 10min to render the other two shots only 30sek...

and it still doesn't look like I wanted it to look like.

there shall be light... ääähhm...hm... where is the switch?


I played around with lights and tryed to remember what Andy tols me...
Basicelly:
Skylight = bad -> takes long to render, but looks good
any other playing around with lots of "normal" lights = better, faster... ähm what ever.

The stair is enlighted only with one targeted area light with raytraced shadows. I'm not so happy with the shadows and the walls are supposed to be white not gray.
How did the POCOYO guys lighten their scenes? I want a white space (that dosn't just look overexposed) with a light shadow an the edge where wall and floor met.