New Grafix: lighting & reflection
Moderator: Graphics Moderators
New Grafix: lighting & reflection
While doing some city buildings for the grafix replacement I hit upon 2 problems, which I would like to mention here:
Lightning: Using the standard light setup for buildings I encountered a problem: The final image will be much brighter than the material preview window. Is it possible to change the preview window lighting in blender? Otherwise, wouldn't it be more useful to have a light setup that will more or less mach the material preview? simply changing exposure seems to work to that effect...
alternatively: wouldn't it be possible to use a skydome backdrop image and let it affect radiosity?
Relections: Large Office blocks have many windows. It would be very useful to have some common environment map for reflection. The problem is that because the buildings are seen from above, we should see a reflection of the floor in the windows, not sky which would be much easier. Or should we just make the windows black?
Lightning: Using the standard light setup for buildings I encountered a problem: The final image will be much brighter than the material preview window. Is it possible to change the preview window lighting in blender? Otherwise, wouldn't it be more useful to have a light setup that will more or less mach the material preview? simply changing exposure seems to work to that effect...
alternatively: wouldn't it be possible to use a skydome backdrop image and let it affect radiosity?
Relections: Large Office blocks have many windows. It would be very useful to have some common environment map for reflection. The problem is that because the buildings are seen from above, we should see a reflection of the floor in the windows, not sky which would be much easier. Or should we just make the windows black?
range
I only changed range from 1 to 2 (see attachment)
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- ttdx lighting.jpg (126.15 KiB) Viewed 7677 times
that doesn't solve the problem: if I just lower 'material ref', the material is still much darker in the preview than in the final render. On the other hand, lowering 'range' also makes reflections darker (which is not desirable). It would really be best to change the light setup so that its brightness is closer to normal. Is that not possible? just make all the lights about half as strong as they are now?rather change the material reflectivity from 1.0 to 0.8
I'm responseble for the lighting setup and it's pretty shoddy.
When I made it, I guess I gave all the lights values that were too high. To get renders that look like the preview the combined light strength would have to be somewhere around 1.000, in my setup it probably over 2.000.
I'm sorry
On the refelections:
A reflection map wont work in orthograpic images, because it uses the same pixel for anything it sees at the same angle. So if you have a cube each side will have only one pixel (or so) of the reflection map.
The way I do reflections in my images is surrounding the tile with a plane that has an aireal-photo like texture and the SHADELESS and ENV buttons pressed (you can check it out if you download my blend files I posted in the Blender thread a while back).
When I made it, I guess I gave all the lights values that were too high. To get renders that look like the preview the combined light strength would have to be somewhere around 1.000, in my setup it probably over 2.000.
I'm sorry

On the refelections:
A reflection map wont work in orthograpic images, because it uses the same pixel for anything it sees at the same angle. So if you have a cube each side will have only one pixel (or so) of the reflection map.
The way I do reflections in my images is surrounding the tile with a plane that has an aireal-photo like texture and the SHADELESS and ENV buttons pressed (you can check it out if you download my blend files I posted in the Blender thread a while back).
the correct way to do reflections is more likely using the "sky texture" button.
There is probably still the old light setup around which was darker that i liked. its not much darker than the current one maybe only 0.2 on each light. its still the same as dmh_macs....
infact its probably in your PMs dmh_mac, unless you deleted them.
but perhaps we should do a brand new one. and get some good votes on it, we should probably try and solidify a few materials before solidifying the lights though, play them off against each other to get a good comprimise
Alltaken
There is probably still the old light setup around which was darker that i liked. its not much darker than the current one maybe only 0.2 on each light. its still the same as dmh_macs....
infact its probably in your PMs dmh_mac, unless you deleted them.
but perhaps we should do a brand new one. and get some good votes on it, we should probably try and solidify a few materials before solidifying the lights though, play them off against each other to get a good comprimise
Alltaken
I changed 5 lights & ambient occlusion energy. Is there anything I have left out?
I noticed there's an environment map called 'textures/emv/field2.jpg' which I don't have. Where can I find this picture?
I noticed there's an environment map called 'textures/emv/field2.jpg' which I don't have. Where can I find this picture?
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- OTTD-Building-Lights-A-redux.blend.txt
- light setup
- (344.07 KiB) Downloaded 297 times
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- after
- Picture 3.png (59.77 KiB) Viewed 6470 times
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- before
- Picture 1.png (61.37 KiB) Viewed 6471 times
depends how we deal with the image it is reflecting.dmh_mac wrote: This will have the same problem as a reflection map, since it is also dependant of the normal direction.
i guess that being an Ortho camera it will mess a fre things up.
your way might be best infact. lets test them.
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- reflection map
- field2.jpg (24.34 KiB) Viewed 6365 times
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