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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.
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