Feature requests, bug reports and related discussion
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Jambert

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by Jambert » Mon Dec 07, 2009 8:49 pm
I use neon light. I modeled neon with perfect circle extruded. I don't understand some shadows!?
Help needed, thx
Sorry for blured picture but it's a private job.
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Attachments
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- im1260174536.jpg (115.98 KiB) Viewed 11866 times
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fused

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by fused » Mon Dec 07, 2009 8:56 pm
thats weird.... can you show a wireframe of your lightsource?
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Jambert

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OnoSendai

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by OnoSendai » Mon Dec 07, 2009 9:19 pm
Maybe it's the light blocking other parts of the light

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Jambert

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by Jambert » Mon Dec 07, 2009 9:50 pm
OnoSendai wrote:Maybe it's the light blocking other parts of the light

That's it!!! thx
The affect looks a bit strong. It's the same mesh, but light emited from part 1 seems to be higher than part two

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Attachments
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- part 1 and 2
- capture.jpg (167.96 KiB) Viewed 11844 times
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- Blocked light
- capture.jpg (163.79 KiB) Viewed 11844 times
Last edited by
Jambert on Mon Dec 07, 2009 11:48 pm, edited 1 time in total.
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Jambert

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by Jambert » Mon Dec 07, 2009 10:01 pm
A shot with mesh divided
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Attachments
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- Capture.jpg (150.61 KiB) Viewed 11845 times
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Jambert

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by Jambert » Mon Dec 07, 2009 10:46 pm
So, my first neon model was wrong, so I tried to model it in a more realistic way.
Second Model: The shadows still looks a bit strong because model is still wrong, it needs a blended emitter. Works fine because in real life it's a gaz, but it needs very high value to compensate blend factor (here 0.9 null)
Ono, light layer for blended material is still broken, will it be fix in next release?
thx
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Attachments
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- blended.jpg (98.44 KiB) Viewed 11813 times
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- Capture.JPG (54.49 KiB) Viewed 11822 times
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- Capture.JPG (49.61 KiB) Viewed 11826 times
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- Diffuse transmitter
- diffuse transmitter.jpg (113.19 KiB) Viewed 11823 times
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- Glossy transparent
- glossy transparent.jpg (120.03 KiB) Viewed 11825 times
Last edited by
Jambert on Mon Dec 07, 2009 11:45 pm, edited 1 time in total.
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pixie

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by pixie » Mon Dec 07, 2009 10:53 pm
I think it has to do with the shape of the light itself
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Attachments
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- Test
- tube.jpg (15.82 KiB) Viewed 11820 times
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Jambert

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by Jambert » Mon Dec 07, 2009 11:56 pm
pixie wrote:I think it has to do with the shape of the light itself
You and ono are right, problem come from both, shape of the light and light blocking other part of the light.
edit: any way to fix it?
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dakiru

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by dakiru » Tue Dec 08, 2009 12:16 am
Why fix it? It seems like a realistic light behaviour

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CTZn
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by CTZn » Tue Dec 08, 2009 12:42 am
Yes it is, Jambert. You must build deflectors around the neons ! Or, prolongate the neons into the wall or an energy supply system, that will affect the resulting emission.
A "black body" is a solid object, blocking light. Seen from the profile, the emitting surface is way smaller than seen from above (in your tests with multiple horizontal shapes).
I'm not sure about your solution wich consists of blending a null with a diffuse material... Tubes are shooting light in pretty much all directions so the diffuse transmitter is not adding much, plus the 10% null introduces strong discrepancies in the lighting solution. I'm not fan about it personally, though the way using dt only is interesting.
Multiple edits

obsolete asset
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Jambert

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by Jambert » Tue Dec 08, 2009 1:51 am
CTZn wrote:I'm not sure about your solution wich consists of blending a null with a diffuse material... Tubes are shooting light in pretty much all directions so the diffuse transmitter is not adding much, plus the 10% null introduces strong discrepancies in the lighting solution. I'm not fan about it personally, though the way using dt only is interesting.
Multiple edits

Sorry my post aren't clear enough. I didn't blend diffuse transmiter, I used only one mesh, the tube, as a blend (10% emitter, 90% null). To me it's the more realistic way.
Using a mesh with a blackbody material, as pixie, give realy bad result to me (see shadows pict.2). It's physicaly correct because mesh block some lights, but in real life neon tube are glossy transparent and lights come from the gaz inside.
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Attachments
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- blackbody 2.jpg (83.27 KiB) Viewed 11767 times
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- blackbody.jpg (69.81 KiB) Viewed 11767 times
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- blended.jpg (99.76 KiB) Viewed 11764 times
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- blended blackbody + null.png (324.46 KiB) Viewed 11769 times
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CTZn
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by CTZn » Tue Dec 08, 2009 1:48 pm
Nice pick FPSatan !
Sorry my post aren't clear enough. I didn't blend diffuse transmiter, I used only one mesh, the tube, as a blend (10% emitter, 90% null). To me it's the more realistic way.
Oh ok. No problem, I have a tendency to misread posts myself
Well that's some hack anyways
I wish true volumetric emission will be available someday !
obsolete asset
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Jambert

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by Jambert » Wed Dec 09, 2009 9:47 pm
CTZn wrote:
I wish true volumetric emission will be available someday !
An emitting smoke? Light emmision needs normal, don't think it's possible, maybe with indigo 5.0

First step could be particule for volumetric smoke simulation

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