Lights

Announcements, requests and support regarding the Blender Indigo export script
rikokun
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Joined: Wed Sep 27, 2006 7:44 pm

Lights

Post by rikokun » Wed Sep 27, 2006 7:49 pm

Ok so here is one another noob question. Why are my scenes allways so red? I have scene where i have two white mesh emiters, gray background light, there is no red in the picture, but the render is all red. Why? (i used more or less the default serrings of blender indigo exporter plugin)

edit:
example here
Image

rikokun
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Post by rikokun » Wed Sep 27, 2006 11:22 pm

I will try, thanks.

rikokun
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Post by rikokun » Thu Sep 28, 2006 6:39 am

MUHAHAHAHAHAHA!
It worked, thanks!
Now it looks like this:
Image
Now i have to work on materials, dut ligting is finally good. Thanks!

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afecelis
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Post by afecelis » Thu Sep 28, 2006 11:56 am

@riko-kun: nice change! Did you tweak values in the export process or in the xml directly? Or was your image corrected in postprocessing?
What is this white balance setting and how do you change it?

cool work! 8)
EDITED:Just checked the white balance options in the exporter but what does each of them do? Do they follow some standards? Which is good for what (indoor, outdoor, sun light, emitter light, etc)?
EDITED_2: NM, just checked Radiance's tutorial link to wikipedia explaining color temperature and white balance in monitors. :wink:
Last edited by afecelis on Thu Sep 28, 2006 1:14 pm, edited 1 time in total.
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

rikokun
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Joined: Wed Sep 27, 2006 7:44 pm

Post by rikokun » Thu Sep 28, 2006 1:12 pm

I changed light source from two plates to one ball emiting light. It was much easier to set up. And i also changed white balance from D75 to E. Don't know exactly what this means, but it gave me the best results ^_^
I edited it both in Blender and directly in XML. Unfortunately, some things can not be done in Blender.

Right now i'm rendering another WIP picture, will post it later.

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afecelis
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Post by afecelis » Thu Sep 28, 2006 1:21 pm

cool, thanks for all the info :D what other settings did you touch in the xml?

I'll try changing my emitter plane for a sphere to see how things change. Nice tip :wink:

Oh yes! final question: How did you get your green liquid to remain transparent when placing it inside the glass mesh. Whenever I do it, it immediately shows up completely black; but if I move the liquid out of the glass (and leave it in the air) it shows up ok with IOR and everything :?:
AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d

rikokun
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Post by rikokun » Thu Sep 28, 2006 10:49 pm

afecelis> i had to change some material preferences in XML. Like for porcelain, i needed exonent 100000 and in blender you can doo only 5110, if i'm correct. And color of the tea had to be edited in XML too, cause it works somehow strange in exporter. Things like this.
unfortunately, i didn't have any problem with tea in cup, so i can't help you with this...

radiance> you coul'd tell me right away ^_^ like this i was testing all of them and i was 5 minutes late for my kung-fu training ~_^

anyway, here is new render. 10 hours of rendering. It was nice, long sleep ^_^
Light is somehow strange now, i changed setup a little and will need to correct it. Also i had tome tea poured on the plate, but it was done with meta balls and it apears that indigo doesn't support them ^_^; Have to find another way to do it. In next render, i want to have the table texturized.
Image

rikokun
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Post by rikokun » Fri Sep 29, 2006 8:09 pm

New render. Done in 10h, 34m.
Anyway, i did the poured tea with a mesh, but you can't see it, cause the area where it is came up very dark. Like black. The vacuum bottle is also not visible properly. It have something to do with the metalic material... Have to work on that.
But otherwise i like it like this. I will change the plate mesh a little, place some book on the table and that will be it. My firs finished picture in indigo ^_^
Image

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manitwo
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Post by manitwo » Fri Sep 29, 2006 10:09 pm

i like it, especially the subtle dof :D
imo the tea would look better with a stronger color :wink:
keep it up 8)

rikokun
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Post by rikokun » Fri Sep 29, 2006 11:10 pm

Thanks. I wasn't sure if the DOF is even visible in the picture ^_^
About tea color, i will change it in next render a little, so it will be more yellow, but not much. Green teas have very subtle colors. Or at leas i like them like that ^_^

sprocket
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Post by sprocket » Sat Sep 30, 2006 8:15 am

Superb porcelain shader! :D

I think the metal just needs an environment to reflect; you could try modelling a simple room or use an EXR of some sort.

Good stuff so far!

rikokun
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Post by rikokun » Sat Sep 30, 2006 8:17 am

Well, yeah... But i'm quite lazy to model tearoom just so it will be reflecting in the zhong ^_^ Well at least now anyway. But what do you know? Maybe you have just planted a seed in my head ^_^

sprocket
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Post by sprocket » Sat Sep 30, 2006 8:56 am

Hmmm I dunno...
It doesn't have to be complicated at all, as the DOF will blur it quite a lot!! o_O
Stuff thats behind the camera can be even less detailed especially as you have a nice blurry reflection..
Anyway, good luck whatever you plan and excellent work so far!

rikokun
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Post by rikokun » Sat Sep 30, 2006 9:11 am

Yeah, i know all this. It would be really interesting with a backround, right? Well, will look at it tomorrow. Now i'm doing another render and since there is 11PM here and i have watched all Eureka episodes that was aired till now, i'm going to sleep. See you tomorrow ^_^

rikokun
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Post by rikokun » Sat Sep 30, 2006 6:26 pm

Ok, here is another question. Why is the book cower bright red, when in XML it's set to "<colour>0.200 0.000 0.000</colour>". That is supposed to be pretty dark or not?
Image

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