has anybody ever successfully used sunlight & mesh emitt
has anybody ever successfully used sunlight & mesh emitt
I ask this because I can't get it for the life of me. I max out my Gain...nothing different. If I change my system scale, then it works...but now my camera is screwed up because it's so small.
Am I missing something here? In all the examples I've seen, I don't think I"ve seen any sunlight+mesh emitter systems.
Thanks!
Aaron
Am I missing something here? In all the examples I've seen, I don't think I"ve seen any sunlight+mesh emitter systems.
Thanks!
Aaron
Hi,
I do not know about sunlight, but...
I am just doing some test with environment map and mesh emitters.
(after a lot of tests this works)
What light do you youse for mesh emitters, blackbody or rgb?
what are the gain you are using?
I read about millions to achieve some good results.
Please give us some more informations!
Where are the screenshots?, what are your parameters?
regards, Phil
I do not know about sunlight, but...
I am just doing some test with environment map and mesh emitters.
(after a lot of tests this works)
What light do you youse for mesh emitters, blackbody or rgb?
what are the gain you are using?
I read about millions to achieve some good results.
Please give us some more informations!
Where are the screenshots?, what are your parameters?
regards, Phil
Thanks for the reply...
I'm using Max2Indigo v.615 in 3D Studio MAX
I could give you settings, but the main problem I'm having is with the scale and the lighting interacting with that. I need to scale it up big time for anything to work. The mesh emitter is cranked up to the hightest it can be and even then it's just a dim yellow.
I can email you the model if you'd like it for testing. I will post a screen shot, but I can't get any constant reults yet....
Aaron
Aaron
I'm using Max2Indigo v.615 in 3D Studio MAX
I could give you settings, but the main problem I'm having is with the scale and the lighting interacting with that. I need to scale it up big time for anything to work. The mesh emitter is cranked up to the hightest it can be and even then it's just a dim yellow.
I can email you the model if you'd like it for testing. I will post a screen shot, but I can't get any constant reults yet....
Aaron
Aaron
I had the exact opposite problem - an emitting mesh blowing out the scene. I just cranked the levels of it's color way low & finally got the sunlight back.
I haven't investigated much beyond that yet, but it may have to do with camera white_balance & whatnot, possibly the sky_gain would help too.
May want to have a peek at the reference manual, it's pretty robust.
I haven't investigated much beyond that yet, but it may have to do with camera white_balance & whatnot, possibly the sky_gain would help too.
May want to have a peek at the reference manual, it's pretty robust.

The above is a picture of the scene with no emitter in it. (Looks like I think it should) The scale is very very large...this house here is over 1000 feet deep.

*(EDIT)*
The above image is with the emitter...cranked all the way up in all aspects...still just a dim white.
I am going to work on the house to the correct scale now...but it totally jacks stuff up.
Aaron
This picture:
http://www.indigorenderer.com/joomla/in ... temId=2094
has a mesh emitter and sunlight. Just don't put the emitter up too high and your sun will be fine. I think you need to keep it below 50% of maximum emit.
http://www.indigorenderer.com/joomla/in ... temId=2094
has a mesh emitter and sunlight. Just don't put the emitter up too high and your sun will be fine. I think you need to keep it below 50% of maximum emit.
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Just checked the old blend file and the emitter on the torch (flashlight) is set to 0.48. And it worked

The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
My mistake. Tried to do a new render and the emitters don't work in version 0.6 unless there's no sun. Dammit. Sorry.
The hardest part of BEING yourself is FINDING yourself in the first place...
http://thebigdavec.googlepages.com
http://thebigdavec.googlepages.com
Hi again, I can pretty much confirm it's not working as in 0.5, atleast. I just tried with the latest BlenderDev exporter.
I dunno, maybe the exporters need updating..? I don't think there's an included test scene that covers this.
I dunno, maybe the exporters need updating..? I don't think there's an included test scene that covers this.
I wouldn't really call it a bug - just something that's not properly explained (except in the forums).
Here's what Nick had to say on another post:
mzungu's question:
Here's what Nick had to say on another post:
mzungu's question:
nick's answer:So is Indigo designed so that the <blackbody> spectrum type sort of "saps" the environment of competing lightsources? (for lack of a better way of saying it...) It was a very interesting effect, when I cranked the <gain> on it: all the other sources of light seemed to go dark/black. Not quite sure what this means.
So it's not the fault of the exporter (except that it misleads you as to what the max gain is) or indigo. This problem is solved with proper knowledge of how tonemapping works. I've responded to several posts on this subject before. I brought this to radiance's attention, to add something about this in the tutorial or faq, but he's been VERY busy.What's happening is that the (Reinhard) tonemapping automatically maps the image so that the whole image is 'exposed' correctly. (e.g. maps the brightest white to rgb(1,1,1)) So if you have one light in your scene, and you make it twice as bright, the render should look exactly the same. But if one light is much brighter than another light, that light will dominate, and the scene will be 'exposed' for that light.
If you want to see the effects of changing light intensities more directly, try using linear tonemapping, which doesn't do automatic exposure.
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