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On 26-2-2018 1:03, Alain wrote:
> Le 18-02-25 à 02:53, Thomas de Groot a écrit :
>> On 24-2-2018 17:07, Mike Horvath wrote:
>>> On 2/23/2018 8:18 AM, Alain wrote:
>>>> The 3 lumen looks a little to bright.
>>>> Can you post the 1 lumen image?
>>>>
>>>> Also, the sun position is not the same for the two images. It mover
>>>> by around 40°.
>>>
>>> Here it is with RGB instead of SRGB, and 1 lumens.
>>>
>>> https://i.imgur.com/AcGBbla.jpg
>>>
>>> As you can see, it is pretty dim and lifeless.
>>>
>>
>> On my screen it looks right.
>>
>> I often use CIE.inc myself, maybe in a little different way than you
>> do. This is an example of how I define my sunlight in a scene:
>>
>> //start code -----------------------------------
>> #include "CIE.inc"
>> #if (Fog)
>> #local Intensity = 5;
>> #else
>> #local Intensity = 3;
>> #end
>> //Sun's temperature (Kelvin): 2800=red; 7500=blue white
>> #declare SunColor = Blackbody(6500)*Intensity;
>> #declare SunPosition = <0, 0, -2>*10e4;
>> #declare SunDis = vlength(SunPosition)*2/215;
>> #declare Sun_alt = 60;
>> #declare Sun_azm = -115;
>>
>> #if (Area)
>> #debug "\nUsing an area_light for the Sun.\n"
>> light_source{
>> <0, 0, 0>
>> color SunColor
>> area_light
>> SunDis*x, SunDis*z, // lights spread out (x * z)
>
> A better, more descriptive, name would be "SunDiam"
>
>> 4, 4 // total lights in grid (4x*4z = 16
lights)
>
> This will actually use a 5 by 5 array...
>
>> adaptive 1 // 0,1,2,3...
>
> ...and start with a 3 by 3 one.
> With adaptive, you can use a much larger value, like 17 or 33 without
> increasing the render time much.
> adaptive 0 DON'T turn the feature off, but start with a 2 by 2 array.
>
>> area_illumination on // full area diffuse and specular
>> jitter // adds random softening of light
>
> Makes the penumbra grainy if using a sparse array.
>
>> circular // make the shape of the light circular
>> orient // orient light
>> translate SunPosition
>> rotate Sun_alt*x
>> rotate Sun_azm*y
>> parallel
>> point_at <0, 0, 0>
>> media_interaction on
>> media_attenuation off
>> }
>> #else
>> light_source {
>> <0, 0, 0>
>> color rgb SunColor
>> translate SunPosition
>> rotate Sun_alt*x
>> rotate Sun_azm*y
>> parallel
>> point_at <0, 0, 0>
>> media_interaction on
>> media_attenuation off
>> }
>> #end
>> //end code -----------------------------------
>>
>>
>
> Using adaptive, you need larger arrays to get all the benefit. Some
> suggested sizes in relation with the adaptive steps values :
> adaptive 0 (0 initial subdivisions) at least 5 by 5 (2 steps)
> adaptive 1 (1 initial subdivisions) at least 9 by 9 (3 steps)
> adaptive 2 (2 initial subdivisions) at least 17 by 17 (4 steps)
> adaptive 3 (3 initial subdivisions) at least 33 by 33 (5 steps)
>
> You can always use larger arrays to get smoother results.
Thanks Alain, well spotted indeed. I always unthinkingly use the set up
as is. ;-)
--
Thomas
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