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combine Area light and Spot
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combine Area light and Spot // Roundtable
Post by andras // Dec 16, 2008, 9:30am
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andras
Total Posts: 111
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Hello!
is it possible to combine Spot light with Area light's features?
Spot light is fast and able to soft shadow
Area light is measurable and quadrangle.
(yes I know that area light is capable for soft shadow but that method is very slow) Is it some feature in "2D section" where there are some feature for making a cool lamp? Or any plugin? Oh and with Vray support :) this is the most important! :o |
Post by Leif // Dec 16, 2008, 3:03pm
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Leif
Total Posts: 276
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Its a guess what you really are after.
But here is a Vray scene that I just made.
It is lit by the white box only. The Vray GI has a black environment.
It may be called "material light" of sorts...
Scene and image:
16919
16920 |
Post by andras // Dec 17, 2008, 8:05am
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andras
Total Posts: 111
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it is good solution I know but how can I hide the plane without light effect ? |
Post by Leif // Dec 17, 2008, 10:36am
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Leif
Total Posts: 276
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it is good solution I know but how can I hide the plane without light effect ?
Put it out of sight...! :) |
Post by Leif // Dec 18, 2008, 8:00am
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Leif
Total Posts: 276
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Well actually, I just got the idea for how to "hide" the plane and still get the light effect.
Simply render with Irradiance Map and/or Light Map save. Delete the light object(s), and render with the "Load Irrad. Map" and/or "Load Light Map" checked.
This method works ok if you follow certain guidelines..
Like, dont place the light plane in front of the scene, blocking the view, because then, after you have saved the irradiance map and rendered with the light object deleted, you will notice artifacts!
I use simple scenes to experiment and it is the cause and effect that I'm after here..
This image was rendered using that white (it is really red) plane as light object.
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Here it is with plane deleted and rendered with irr. map loaded. It could be made brighter but I dont care to do that right now :)
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Here are two light objects, one red (out of view) and one blue. The blue light plane is obstructing other objects in the view.
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Notice the artifacts after it has been removed, but the light is still there because of the irradiance map:
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If this is not relevant to what you are after, I apologize. But it is still a very cool way to light a scene me thinks! |
Post by Stem // Dec 18, 2008, 8:14am
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Stem
Total Posts: 199
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But it is still a very cool way to light a scene me thinks!I agree.
I do need to ask about the "PhysEngine" in the LE. I have made renders using material with high abient as light source which works nice, but dont know about the block(PhysEngine) included. Any insight would be nice.
Regards,
- Steve |
Post by Leif // Dec 18, 2008, 8:31am
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Leif
Total Posts: 276
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The PhysEngine is there because I used Phys Move to manipulate the objects in realtime. That is how I set up the ball, cylinders etc while recording the frames. I flattened the history (freezed the animation) at the desired point, before I posted the scene file here.
There you have it - no big mystery :) |
Post by TomG // Dec 18, 2008, 8:40am
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TomG
Total Posts: 3397
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The PhysEngine object is added when you add physical attributes to the scene, and takes care of running the physical simulation (ie how objects move, with gravity, friction, collisions, etc, when physics is switched on). It wont affect the lighting at all of course as Leif says, so you can go and delete it if you want to tidy up the scene a little.
This is a cool way to light a scene, hadn't thought of this one :) Thanks for sharing!
Thanks!
Tom |
Post by Stem // Dec 18, 2008, 8:50am
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Stem
Total Posts: 199
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no big mystery :)OK, just wondering about its inclusion in the scene. |
Post by Leif // Dec 18, 2008, 9:08am
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Leif
Total Posts: 276
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Thanks for sharing!
You're welcome! I remembered Ray Catcher! |
Post by Emmanuel // Dec 18, 2008, 9:37am
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Emmanuel
Total Posts: 439
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Simply render with Irradiance Map and/or Light Map save. Delete the light object(s), and render with the "Load Irrad. Map" and/or "Load Light Map" checked.
Very good trick:jumpy:
Thank you Leif ! |
Post by Leif // Dec 18, 2008, 1:53pm
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Leif
Total Posts: 276
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Thanks Emmanuel.
By using negative ambience values, you can make "black holes" as well.
I used the Mapped Phong in the example scene, but can just as well use the Matte shader. Just write in a positive or negative value in the ambience , and 0 in diffuse.
With a negative ambience the light object functions as a black hole, vacuuming the color value of the light object from its surroundings. |
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