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lightning source to bright?
Posted: Fri Aug 08, 2008 2:42 am
by aslocum
first of all.. im a total indigo and rendering noob and this are my first tests with it.
this is the testscene i created:

background is set to black, tone mapping rheinhardt auto-exposure (kust the defaults). made a light yellow material and assigned the 100W Incandescent to it. this is painted to the light surfaces you see.
well the light itself is fine, but the material (the lamp) appears to bright for me. maybe i am false? how does it looks to you and how to achive a more streetlight look?
hope you understand my poor english and thanks for help!
Posted: Fri Aug 08, 2008 2:52 am
by eulgrand
Hello Aslocum,
Did you assign an RGB light or a blackbody light to your yellow material ? If you applied the blackbody light, no matter what color you had applied at first, the color of the light will only depend on the temperature.
You can have a look
here for more details.

Posted: Fri Aug 08, 2008 3:00 am
by aslocum
this is a backbody light with 2800k
the light on the ground surface is fine for me. just the light emitter itself appears a little bit (or more) bright for me
Posted: Fri Aug 08, 2008 3:22 am
by v_mulligan
I'd be inclined to put a spherical emitter inside each lamp, and give the lamp itself a frosted glass material. That would probably give you a somewhat more realistic look.
Nice scene, though.
Posted: Fri Aug 08, 2008 3:30 am
by aslocum
well.. i thought that i must do/try this.. will try it later with a more modeled lamp
Posted: Fri Aug 08, 2008 6:41 am
by aslocum
playing around with some lights:
render:

sketchup screen:

sketchupbackground color / black
reinhard 4,5/1/4
inside that middle lamp is a light blue rgblight and coverd by onesided glass material from the database here (ghost glass).
at the bottom of the "pool" is a 2x2cm circle mesh as lightsource (blackbody 100power, ole 50 and 6000k)
standart water material with 1 opacity and 1.13 refraction, no cauchy
little to dark overall, but was a test to illuminate the pool from ground and the lamp in the middle
Posted: Fri Aug 08, 2008 6:44 am
by aslocum
just wondering where those errors come from?
Posted: Fri Aug 08, 2008 12:16 pm
by ZYX
Don't have ant idea of what is happening there, can you post the .skp please?
Posted: Fri Aug 08, 2008 9:26 pm
by aslocum
Posted: Fri Aug 08, 2008 11:38 pm
by eulgrand
Maybe Z-fighting : water & wall interface. Try to expand the water volume inside the wall (just as suggested in the Indigo Renderer Manual - Appendix A).

Posted: Sun Aug 10, 2008 1:57 am
by ZYX
Yes he's right, lol.