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Roadside Picnic
Roadside Picnic
Comments: 11
slepalex

15.10.2018, 08:33








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Method V indirect light
Method V indirect light

            

Method V indirect light
Description: Thanks to Horo for his test scene and some excellently presented information which has been invaluable in progressing this interesting project. So here we are again in indirect light simulation land. This comprises a number of ideas and techniques picked from Horo's, Rashads and my own experiments. The coloured reflected light component utilises a form of the bsolutions process. The ambient light component I made by filling the room's space with 256 randomly placed weak white light sources. This render provides an ambient light map (grey scale) to direct the coloured reflected light and some fake ambient light - this is done via a filter (a bit like the bake light) directly in front of the camera which fuses the light information and the colour information together. The final render took just under four minutes, that being the direct light source viewed through the filter. The filters took about fifteen minutes each to render. Good points for this method is that it is relitively quick in terms of render time, handles ambient and colour reflection. Bad point is that materals have to be changed to make the colour reflection filter component. The results don't look too bad to me.
Added by: davidbrinnen
Keywords: davidbrinnen, bryce6.1, horo, rashad, indirect, light, experment
Date: 06.03.2008 16:17
Hits: 1844
Downloads: 54
Rating: 0.00 (0 Vote(s))
File size: 274.5 KB
Previous image: indirect5.3 remix
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Author: Comment:
Horo
Admin

Join Date: 05.26.2004
Comments: 4452
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Ah - my test room with another light. Floor, ceiling and sphere look excellent, but there is no light on the the bars from the near wall. This might be due to the dark shadows. I've noticed this in my experiments as well. The whole thing looks a bit blurred.

Thanks for sending me your test setups. I will yet have to look at them. Machine's busy at the moment. I've run out of ideas for this bouncing light business and wanted to do something less experimental for a change. But I'll get back at it when this week has grown a bit older.
06.03.2008 19:10 Online Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2622
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I find this very convincing. Great work here. I am not surprised that it requires a bit of all of our techniques. This bouncing light business is a bit tedious, I have myself been working on characters the last few days giving the GI simulation a break. But I plan to be back at it soon.Anyhow, I find this to be your most convincing GI simulation yet! Bravo!
06.03.2008 19:30 Offline rashadcarter1 rashadcarter1 at aol.com
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2227
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Aye, the blur is caused by slight misregistration between the filter and the camera. This however is something that it should be possible to solve 99.9%, by prealigning the filter with the camera and then linking it so that it stays in the same relationship to it once it is moved into position. The reason I didn't quite get it right here is that at the scale I was working on the size of the filter was in between two discreet steps. The main advantage I've found so far having experimented further with this idea, is that having produced the reflection render and the ambient render because the final render is so swift to complete it allows a good degree of control over the mix of these elements and hence the final outcome of the render.
06.03.2008 22:46 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com
spektyr
Member

Join Date: 07.02.2005
Comments: 1010
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Nice experiment. Good feeling of depth. :-)
06.03.2008 23:07 Offline spektyr spektyr at aol.com http://www.spektyr.com
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