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Re: Foscarini lamp material

Posted: Tue Dec 12, 2017 6:32 am
by Oscar J
Oh, those were squirrels render, sorry.

Squirrel: the 500 kb limit is for pngs only. Jpegs of up to 3 MB are allowed. :)

Re: Foscarini lamp material

Posted: Tue Dec 12, 2017 6:39 am
by thesquirell
Omg, never knew that. Having this awful habit of saving everything in .png will get you there...

Well, Pibuz, I'm running out of ideas here...let see, what else. Tell me, did you try playing with gamma setting of your blend texture map?

Re: Foscarini lamp material

Posted: Tue Dec 12, 2017 6:41 am
by Pibuz
THAT I did't try!
Should I decrease the gamma a little?

Re: Foscarini lamp material

Posted: Tue Dec 12, 2017 6:42 am
by thesquirell
Decreasing gamma will result in softer contrast, I would definitely try that out.

Re: Foscarini lamp material

Posted: Tue Dec 12, 2017 10:12 am
by tar_gniK
I think it is less to do with render setup as this should be a constant, and should really never change. Plus it is a tad inconvenient if you need a particular mode such as MLT for something else in the scene like glass.

Possibly it is your material setup. With your original setup, I also struggled to recreate the soft blend between the metal and the light emitter.

However, with the config as below, it seems to work fine under all render modes, with or without clamp, contributions etc.

I am not too familiar with Skindigo, but hopefully concept is the same. However:

Placed a gradient map in the emission map slot for the light - Material A
Metal stays as it is - Material B
Blend map is the INVERSE of the gradient map for material A.

Maybe that works...

Re: Foscarini lamp material

Posted: Wed Dec 13, 2017 3:17 am
by Pibuz
That's definitely something I have to test out!