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pika
02-07-2004, 03:37 PM
Hello all,

I am experimenting lights and have a trouble using radiosity.

What I want to achieave is to have light gothrough a room window, then have light bounce off the walls to get rooms brighter.

The problem I have here is that I get a square light part inside the room, but it does not seem to be bouncing and other walls and the floor are totally dark.

I checked radiosity on, and set up exposure control too.
Also I tried different lights such as Free, Linear, Area photometric lights, and also day light.

I don't know If I am missing some settings or it is just Max does not culculate the bounces of light that goes through the window.

I appreciate your help.

TimWoods
02-09-2004, 11:38 AM
err, looks liek you havent even started the solution. also it doesnt really like double sided materials, so create your room inside with the normals facing in, and then a box outside with a hole for the window.
check the tutorials on how to get the correct settings. you need to model to scale, so the room needs to be several metres across. then the meshing size needs to be 200mm for a test, you need iterations on, maybe 20 or so. then hit calculate. if all of the above is correct then you should see something.
check your render dialog, and make sure use advanced lighting is on when you render, otherwise you wont see owt.
:D

isaac
02-09-2004, 12:32 PM
Did you use the subdivsion settings?

pika
02-09-2004, 11:28 PM
Thank you very much for your advice.

After playing with many different settings, it started getting
better slowly. The setting which made major difference was
using Regather Indirect under Advanced Lighting tab.
Also checking "Exterior" checkbox under Logarithmic Exposure
worked better for this light seeting coming from outside.

Thank you Tim, getting normal facing in really worked well. I found out that if the normal is facing the other side, it does not
render right even I put backface to show in object properties.

I still have some problems on the weird ceiling shadow, jaggy shadow of the bath tab on the floor, also I am having trouble
getting right contrast with right brightness, so I kept tweaking
the settings under Logarithmic Exposure.

Well, overall I started to get a hang of it and appreciate your help!

pika

Genko3D
02-10-2004, 08:38 AM
Try with GI. It may be sometimes slower, but it's far better than obsolete radiosity.

Happy rendering!

pika
02-10-2004, 08:49 AM
Sorry if I am wrong, but isn't radiosity part of GI, or am I missing
totally different and great thing in Max? Or are you talking about
a plug-in called "GI"?

pika
02-10-2004, 08:50 AM
I missed another thing to say. Did you mean Mental Ray for
GI?

TimWoods
02-10-2004, 10:57 AM
ceiling shadow could be light leaking through. make sure all your vertexes are weled, and you have a light guard on the outside. radiosity works better when the room is one complete seamless mesh.
if you have bright materials, ie saturation, then use the advanced override material, and lower the colour bleed of the material to say 0.4 for saturated materials. then you wont get such a blown out image.

TimWoods
02-10-2004, 11:00 AM
is that jagged shadow from the direct light?
if so change the shadows to advanced rayrace, then check the use transparencey, then fiddle with the anti aliasing, maybe up it to 2pass, and if you up the shadow intergrity and shadow quality. then the jaggies should go.
:thumbsup:

clifford
02-10-2004, 11:49 AM
I you're using Max 6.0, use the Shell modifier to create the wall thickness ...

With Max 5.0, a boolean or a beveling should give the same results ...

GI and Radiosity are not exactly the same things but the result should be close (final result ... not render time)

fabriciomicheli
02-10-2004, 12:49 PM
hey pika!
if you're talking about the default scanline renderer, Radiosity and GI are not the same thing (because you can use one of the two ways: radiosity or raytracer).
But actually, both physics occur at the same time in real life.
If you use MAX 6, I recommend you to use GI and final gathering, to get a nice result.

Another tip: radiosity works better in interiors and the Raytracer (GI) works good on outdoor scenes.

Hope it helps pal!

Genko3D
02-10-2004, 02:38 PM
In order to get a good radiosity solution your mesh should be (almost) perfect and well(evenly) subdivided - radiosity is mesh and scale dependent. GI is not scale dependent and doesn't care much about the topology of the mesh. U must avoid coplnar surfaces of course..


Do a search for radiosity/gi - it's quite interesting and powerful

:thumbsup:

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