Lighting...Detailed Instructions

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thednx
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Lighting...Detailed Instructions

Post by thednx » Tue Feb 26, 2013 12:52 am

Hi,

i have been really doing a -lot- of research before posting this message, believe me when i say that i look high and low before posting!

at the moment i am trying to render a scene that has a normal sky and a building that is lit inside, and the lights inside need to show up.

the sun is drowning out everything! my scene is basically a "box" with one opened end which is a face with a transparent glass material. inside this box are meshes with emitter materials.

I want a semi-bright sky with the inside lamps showing through as lighting up the inside (see examples).
Can someone give me a description of how to set up the scene?

Thank You ever so much...

Attached are some example / reference pics.
ex1.jpg
ex2.jpg
ex3.jpg

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Zom-B
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Re: Lighting...Detailed Instructions

Post by Zom-B » Tue Feb 26, 2013 3:31 am

You simply need to raise the emitting power of your interior lights material.... a lot :)
Keep your emitter mesh as low poly as possible and as Big as they can be for best performance.
Use linear or camera tonemapping for adjusting emitters and simply play inside Indigo GUI with the settings for some working values.
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CTZn
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Re: Lighting...Detailed Instructions

Post by CTZn » Tue Feb 26, 2013 5:33 am

Good for FAQ.
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thednx
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Re: Lighting...Detailed Instructions

Post by thednx » Tue Feb 26, 2013 8:29 pm

I would gladly work up a how-to article for indigo / blender in this regard.

..might have the chance to give Your suggestions a go this evening, but I basically tried what You said:

- i set up a sun (tried all kinds of settings)
- i set up 5 uv spheres (will try with lower poly tonite) and set the emitter to phong and checked emission settings
- tried values from 200 to 1 million (just to see what happens): nogo

The sun outshines everything and my lamps are "worthless".

another quick question: what would You do to make an "evening" kind of light?

regards

Dennis

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Zom-B
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Re: Lighting...Detailed Instructions

Post by Zom-B » Tue Feb 26, 2013 8:41 pm

Maybe you can get some help by the Blendigo Manual over here: http://www.indigorenderer.com/documenta ... go-blender

A "evening" kind of light can be done by moving the sun to a evening kind of position ;)

If your scene is simple, please upload a pigs, so we can have a quick look.
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CTZn
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Re: Lighting...Detailed Instructions

Post by CTZn » Tue Feb 26, 2013 10:01 pm

thednx, you didn't mention that you used the camera tonemapping feature.

1 - please do
2 - tweak camera optics to match the desired sunsky setup (edit: read: output)
3 - lights will follow

Screw Reinhard's tonemapping method when it comes to calibration.
Last edited by CTZn on Wed Feb 27, 2013 12:59 am, edited 1 time in total.
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Bosseye
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Re: Lighting...Detailed Instructions

Post by Bosseye » Tue Feb 26, 2013 10:12 pm

Zom-B wrote:You simply need to raise the emitting power of your interior lights material.... a lot :)
Keep your emitter mesh as low poly as possible and as Big as they can be for best performance.
Use linear or camera tonemapping for adjusting emitters and simply play inside Indigo GUI with the settings for some working values.
This. On some of my scenes, realistic light values has had to be ditched with certain interior lights blasting out at ridiculous levels just to get them to show up and look right. To be honest, that works for me, I don't care how many thousands of lumens I've set my light at as long as the end result looks correct to my eyes. Artistic licence :)

And +1 for camera tone mapping.

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