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I give you the third instalment in a protracted series of experiments with pure
radiosity lighting.
I re-designed the lotus lamp so that it looked a little more life-like, but the
light levels are still not what I'd like them to be, even with an emission of 6
and a brightness of 2.2
Comments and suggestions are welcome
Regards,
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote:
> I give you the third instalment in a protracted series of experiments with pure
> radiosity lighting.
>
> I re-designed the lotus lamp so that it looked a little more life-like, but the
> light levels are still not what I'd like them to be, even with an emission of 6
> and a brightness of 2.2
>
> Comments and suggestions are welcome
>
> Regards,
> A.D.B.
Very nice. May I suggest you move your combustion up in the scene to be a bit
more realistic. Gas and oil burn a bit above the source of the fuel.
You can always add a colored light with a fast fall-off to light close to the
lamp and not into all the shadows. If you place it right at the tip of the
flame, it might do what you need in the scene.
Keep up the good work,
Robert.
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> I give you the third instalment in a protracted series of experiments with pure
> radiosity lighting.
>
> I re-designed the lotus lamp so that it looked a little more life-like, but the
> light levels are still not what I'd like them to be, even with an emission of 6
> and a brightness of 2.2
>
> Comments and suggestions are welcome
>
> Regards,
> A.D.B.
You may push the emission even further.
You also could increase the overall scale of the scene: If you scale up,
there will be more emissive media giving more light. The fading will
scale along as the emissive area will also get larger.
You may toy around with the diffuse value of the various materials of
the scene. You could also slightly increase the brightness of the
pigments. Multiply a pigment by some value to preserve the hue. It can
pass as long as it don't cause any over-saturation or clipping.
You may forget about doing a pure radiosity and use some actual
area_light(s) using the area_illumination feature. Place 2 or 3
area_light in your flame alogn a vertical line.
Alain
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