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Lighting test
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Lighting test // Work in Progress
Post by rjeff // Sep 1, 2008, 4:38pm
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rjeff
Total Posts: 1260
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I guess this would be a WIP seeing how I want feed back. I am giong to drop out of the MMC and SMC for a while to learn some more techinques. This is the first of them and it is lighting. What you see is a two scenes light by GI. The first image, A, is lit by a picture I took out in the yard with no editing done to it. The second, B, is the same pic with the twirl filter applied from photoshop to try and mimic a probe HDRI image. I personally like B the best. How about you? |
Post by kena // Sep 1, 2008, 7:09pm
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kena
Total Posts: 2321
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B has softer shadows and mimics an outdoor light setup better. A has sharper shadows that mimic the indoor lights better. So it would depend on if it's an inside or outside shot. Both have advantages. |
Post by jayr // Sep 1, 2008, 10:08pm
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jayr
Total Posts: 1074
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Thats an intresting technique, never thought of doing that, nice one rjeff.
Think i prefer the second one but be careful, GI lighting also reacts to whats in your scene with things like colour bleed and bounced light. try putting that objects in the middle of boxes with different colours/ textureson them, or just some blank ones, and see how it looks.
I've been meaning to do a lot of experimanting with stuff like that myself. |
Post by Weevil // Sep 2, 2008, 2:49am
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Weevil
Total Posts: 534
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I prefer B...both are good but B has more depth. |
Post by frank // Sep 2, 2008, 7:16am
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frank
Total Posts: 709
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I seem to prefer "B" as well.
"A" seems to have a bit more blown-out (overexposed) parts (ie. so much white that the detail can't be brought back out in post) like around the blue sphere part. |
Post by Shonner // Sep 2, 2008, 7:44am
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Shonner
Total Posts: 3
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"A" looks good for a FPS shooter game. "B" looks good for a FMV scene for the same game. |
Post by Luis Saavedra // Sep 2, 2008, 7:47am
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Luis Saavedra
Total Posts: 71
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I think B is more dramatic, the shadows are more dark and they really work in this cannon,maybe you can age it more, like burns from previous explosions! |
Post by rjeff // Sep 2, 2008, 8:22am
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rjeff
Total Posts: 1260
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Thanks for all the feed back. Jayr I whish I could take credit for the probe mimic. I can't remember who it was I got the idea from, but he was the one who was modeling the interior of the plane awhile back. He said that he took a photo and run the fisheye filter on it, however PS does not have a fisheye so I did twril. I think it works well, especially based on all of your comments. |
Post by jayr // Sep 2, 2008, 10:46am
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jayr
Total Posts: 1074
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Thanks for all the feed back. Jayr I whish I could take credit for the probe mimic. I can't remember who it was I got the idea from, but he was the one who was modeling the interior of the plane awhile back. He said that he took a photo and run the fisheye filter on it, however PS does not have a fisheye so I did twril. I think it works well, especially based on all of your comments.
it think spherize is close to fish eye if you use exteme settings |
Post by Burnart // Sep 2, 2008, 12:39pm
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Burnart
Total Posts: 839
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The makers of ps plugins flamingpear do a nice tool which has all kinds of projections and image modifiers which could help with turning snapshots into these kind of gi/hdri maps. (Or simply a nice software toy!) Works in other ps plugin compliant apps.
http://www.flamingpear.com/flexify.html
BTW I prefer "B" although the shadow under the barrel section seems too dark to me. I'd be looking to create some kind of fill lighting.
Edit: I just re-looked at the Flexify page and they have updated it quite a lot since I last saw it. Could be just the tool for some people's needs. |
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