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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> As for John Carpenter, not sure which legendary one as there are many (Escape
> from New York, They Live, Halloween)
"The Thing" for sure!
-------------------------------------------------
www.McGregorFineArt.com
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > As for John Carpenter, not sure which legendary one as there are many (Escape
> > from New York, They Live, Halloween)
>
> "The Thing" for sure!
>
> -------------------------------------------------
> www.McGregorFineArt.com
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Attachments:
Download 'matineescene1thing1.jpg' (125 KB)
Preview of image 'matineescene1thing1.jpg'
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clipka <ano### [at] anonymousorg> wrote:
> The 2nd Blade Runner scene you picked gives a nice effect, due to the
> difference in color between both left & right side.
I totally agree, the lighting is really nice and looks like maybe he should be
wearing those old-school red/blue 3d glasses. Maybe that's why he's so
enthusiastic, a cheesy 3d spear just came out of the screen at him or
something...
-------------------------------------------------
www.McGregorFineArt.com
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clipka <ano### [at] anonymousorg> wrote:
> I guess the area lights array is the way to go for the primary
> illumination - though I'd suggest to not go without radiosity entirely,
> as I guess it might give an added touch.
Yes, I may add that in for some subtle addition, but remove the screen image
from affecting it directly.
>
> When using radiosity, don't forget that theaters typically use pretty
> dark materials. Looks like you're using some bright grey for now, which
> makes the radiosity scene unrealistically "light-flooded".
I am using my default diffuse white texture at present for light testing. I
will add textures still.
>
> In case you want to give radiosity-only illumination another try, don't
> forget that you can prioritize objects: Use "radiosity { importance 1.0
> }" for the screen, and - say - "radiosity { importance 0.01 }" in the
> #default block, then crank up the global settings' radiosity count.
Hmm. Is this a new addition? Don't recall it from before. Have to see how it
affects it maybe. It may still be a bit of a problem, as the screen isn't a
small light source relative to the scene size.
-tgq
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I was doing some tooling about with the latest lighting challenge from 3DRender
> (http://forums.cgsociety.org/showthread.php?f=185&t=955407) which features a
> movie theatre. One of the maon aspects of lighting here will be that coming
> from the screen. I first started using radiosity with an image projected on the
> screen, however it was becoming apparent that it may take some really high
> quality settings to get good results. I then though of using an array of area
> lights created from the projector image. I had already done a lot of the
> mathwork in my lightdome work, so I did some quick conversions to making a
> planar version of it with some nice results.
>
> In the attached image, the first part is radiosity with some low quality
> settings. The second is using the arealight array (16 area lights, 4x4 each).
>
> -tgq
Next stage is the projector lighting. I think this is looking OK. I don't have
the screen area light applied, just a single point light to add a little bit of
additional illumination. This is the part where I was wondering about the light
attenuation, realistically speaking, the brightness of the projector in the
first 1/5 distance is a little too bright (~30%).
-tgq
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Attachments:
Download 'matineescene1.jpg' (117 KB)
Preview of image 'matineescene1.jpg'
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> clipka<ano### [at] anonymousorg> wrote:
>> I guess the area lights array is the way to go for the primary
>> illumination - though I'd suggest to not go without radiosity entirely,
>> as I guess it might give an added touch.
>
> Yes, I may add that in for some subtle addition, but remove the screen image
> from affecting it directly.
>
>>
>> When using radiosity, don't forget that theaters typically use pretty
>> dark materials. Looks like you're using some bright grey for now, which
>> makes the radiosity scene unrealistically "light-flooded".
>
> I am using my default diffuse white texture at present for light testing. I
> will add textures still.
>
>
>>
>> In case you want to give radiosity-only illumination another try, don't
>> forget that you can prioritize objects: Use "radiosity { importance 1.0
>> }" for the screen, and - say - "radiosity { importance 0.01 }" in the
>> #default block, then crank up the global settings' radiosity count.
>
> Hmm. Is this a new addition? Don't recall it from before. Have to see how it
> affects it maybe. It may still be a bit of a problem, as the screen isn't a
> small light source relative to the scene size.
>
> -tgq
>
Yes, from the last 1 or 2 3.7 betas, maybe a little more.
With that, you can have samples 10000 for your radiosity, but only for
the objects that realy need that. With a default importance on 0.01,
you'll get an average of 100 samples for most of the scene and up to
10000 for the more important objects.
Alain
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> "Trevor G Quayle"<Tin### [at] hotmailcom> wrote:
>> I was doing some tooling about with the latest lighting challenge from 3DRender
>> (http://forums.cgsociety.org/showthread.php?f=185&t=955407) which features a
>> movie theatre. One of the maon aspects of lighting here will be that coming
>> from the screen. I first started using radiosity with an image projected on the
>> screen, however it was becoming apparent that it may take some really high
>> quality settings to get good results. I then though of using an array of area
>> lights created from the projector image. I had already done a lot of the
>> mathwork in my lightdome work, so I did some quick conversions to making a
>> planar version of it with some nice results.
>>
>> In the attached image, the first part is radiosity with some low quality
>> settings. The second is using the arealight array (16 area lights, 4x4 each).
>>
>> -tgq
>
> Next stage is the projector lighting. I think this is looking OK. I don't have
> the screen area light applied, just a single point light to add a little bit of
> additional illumination. This is the part where I was wondering about the light
> attenuation, realistically speaking, the brightness of the projector in the
> first 1/5 distance is a little too bright (~30%).
>
> -tgq
It don't look to bright to me.
Alain
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Am 09.03.2011 22:57, schrieb Trevor G Quayle:
> "Trevor G Quayle"<Tin### [at] hotmailcom> wrote:
>> I was doing some tooling about with the latest lighting challenge from 3DRender
>> (http://forums.cgsociety.org/showthread.php?f=185&t=955407) which features a
>> movie theatre. One of the maon aspects of lighting here will be that coming
>> from the screen. I first started using radiosity with an image projected on the
>> screen, however it was becoming apparent that it may take some really high
>> quality settings to get good results. I then though of using an array of area
>> lights created from the projector image. I had already done a lot of the
>> mathwork in my lightdome work, so I did some quick conversions to making a
>> planar version of it with some nice results.
>>
>> In the attached image, the first part is radiosity with some low quality
>> settings. The second is using the arealight array (16 area lights, 4x4 each).
>>
>> -tgq
>
> Next stage is the projector lighting. I think this is looking OK. I don't have
> the screen area light applied, just a single point light to add a little bit of
> additional illumination. This is the part where I was wondering about the light
> attenuation, realistically speaking, the brightness of the projector in the
> first 1/5 distance is a little too bright (~30%).
Of course you'll want fade_power 2. From my experience, fade_distance
should be roughly the light source size, so I'd try the equivalent of 35mm.
(I'm presuming assumed_gamma 1.0 here; for other gamma values, you'll
get nonsense results no matter what you do.)
I think the projector light is too bright in total, though of course it
all depends on how much dust you want in the air.
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Some adjustments to my scene. Tweaked the projector lighting a bit to get the
falloff I wanted, added just a touch of fill-type lighting from the projector
beam. Adjusted the textures a little bit as well, added some specular to the
skin and a fine quilted texture to the seats. I will probably try a different
seat texture as I don't have it uv mapped so it comes out with some moire-like
artifacting.
-tgq
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Attachments:
Download 'matineescene-3.jpg' (96 KB)
Preview of image 'matineescene-3.jpg'
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On Sat, 19 Mar 2011 19:10:15 +0200, Trevor G Quayle
<Tin### [at] hotmailcom> wrote:
> Some adjustments to my scene. Tweaked the projector lighting a bit to
> get the
> falloff I wanted, added just a touch of fill-type lighting from the
> projector
> beam. Adjusted the textures a little bit as well, added some specular
> to the
> skin and a fine quilted texture to the seats. I will probably try a
> different
> seat texture as I don't have it uv mapped so it comes out with some
> moire-like
> artifacting.
>
> -tgq
I like the lighting here.
--
-Nekar Xenos-
"The spoon is not real"
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