View Full Version : Can't seem to nail global illumination?
Flypaper 07-23-2002, 07:14 PM I'm trying to simulate Global Illumination as Pixar used to have on their company intro (The one with the lamps walking around) However I can't find any reference material for that. I'm doing this without any Post renderers (Just the default scanline) and a ton of lights as well as a few custom built scripts. I'd love some crits on the way the light reacts - or any Url's of reference material such as the Pixar Intro which i have searched long and hard for.
The lighting scene is mine, but the model was just borrowed from 3D Cafe for test purposes.
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ribok7
07-23-2002, 10:51 PM
looks good to me nicely done :)
visualasylum
07-24-2002, 12:03 AM
Looks really good. Would you mind sharing some settings?
cheers,
HippieKiller
07-24-2002, 09:51 AM
Are you about to create the first computer animated Peanuts movie? That dog looks so much like Snoopy. ;)
ToddD
07-24-2002, 02:13 PM
I think you're on the right track, looks pretty good to me!:buttrock:
DanielWichterich
07-24-2002, 02:25 PM
just found this:
http://www.michaelscholz.de/neuehomepage/tutorial/tut02_e.html
i am not sure if it's what you are looking for.
ilasolomon
07-25-2002, 12:20 AM
CoOoOoOoOoOoOoL....man
Chupa
07-25-2002, 04:24 AM
Nais I really needed that tuto :thumbsup:
Flypaper
07-25-2002, 06:36 AM
Here's a set up of the lighting for the above. I've written 2 seperate scripts which work in tandom. As soon as I've finished my production I'll offer the scripts out to anyone who wants them (Plus they are a bit buggy right now, but getting better)
Here is what the scripts do:
LUMICENTER:
The first script calculates the usable area of a scene, the extents at which the camera travels, the extents of objects in the screen. Then it produces a lighting grid above that area. The difference about this and other scripted GI workaround is that it does the following. It calculates the atteuation of each light so that there is no overlapping, and clamps it's area. This is the buggy area, Beacuse the OMINi light produces a sphere of light, clamping can only occur in certain areas. I'm trying to actually write my own "Lighting" plugin, and develop my own light, but in the meantime! Anyways, this light is invisible at worktime, and is only visible during render. It differs from the lightdome technique in that this also produces underlighting, calculated at a percentage of the top, so it softens the undershadows, a common problem with domelights, Not all of us can afford Brazil or Renderman, so this is my workaround, A little time, a ton of code and patience!
RADICENTER
The second plugin produces radiosity, and color bleeding, as you can see the subtle soft blue around the dog's feet. This is my pride and joy, because it is invisible as far as memory usage and render times are concerned, and works quite well, it also duplicates shadow bounce. It too is a bit buggy, but hopefully I'll perfect it one day. Anyways, as soon as they are done I'll offer them up at the scriptspot.
The best thing is these two plugins took about 80 hours of coding, which is alot cheaper than renderman! (granted they aren't even within spitting range of class of each other, but hey, you gotta do what you gotta do!)
I
PsychoMax
07-25-2002, 06:52 AM
Man, that is phat as...try non targetted spot lights instead of Omni! thats all i have to say, i have no talent what so every but im learning!
Flypaper
07-25-2002, 08:11 AM
Ok this will be my last posting on this thread, I'm totally happy with the way my plugins are working, I've fixed the main issue which was area flooding and saturation. Thanks for all the comments guys, Here is one last rendering with the updated scripts/plugins.
I chose another borrowed model from 3D Cafe, I just had too (Just for the shot below, not for my project - those characters are all modeled by me) ! Since this whole project began for me with an obsession about pixar, I just had to use one of their characters in my last render.
Now it's time to render my project out. It will take approximately 3 weeks to render, 2 weeks to composite/edit, and an additonal week for soundtrack/voice mixing.
Then I'll post it in the Completed Projects forum. Again thanks all!
Dude that is really cool, are you going to share your hard work? maybe you should put it up at Boboland if you are.
Hope that i can get to play with those scripts and nice work, keep it up.
later
CHRiTTeR
08-20-2002, 10:17 PM
Wow, that looks really good!
When will release 2 (as a renderer) will be available and where?
samhodge
08-21-2002, 04:21 AM
I have been told that an omni is sort of 6 spots each with a wide cone angle.
So if you can do it with 5 times as many spots as omnis you are still in front
also how do the render times compare to a real GI solution?
you fake solution will have the advantage of no sampling error so there wont be any shimmering
:bounce: love yer work
Sam
Fozzie
08-21-2002, 02:59 PM
Hey Flypaper, good to see another Edmontonian on the site, nice lighting on that mode BTW.
Foz
Flypaper
08-21-2002, 09:50 PM
Thanks everyone for the support on this project.
:beer:
It started out as a quick fix to my budget problem on the renderers side of things, but has turned into a mad obsession. I've put my project on hold due to the response I've had. I agree that Lumicenter and Radicenter are merely a quick fix and not true representations of GI, but I've made some amazing leaps forward, and have recieved some funding to produce a production quality software renderer. I've spent the past few weeks in meetings with friends who work at university and specialize in physics and am currently working out some amazing lighting algorithims. I'm trying to produce a real world lighting solution. My end goal is to offer this software FREE of charge, and at the same time provide 3D animators with a top notch solution for their projects. No Lighting Domes, No more Omini's, finally a real world solution.
Some of the dicussed features are:
Area Caustics
Photon balancing
Soft/hard Light Radiosity
Infared/ Spectrum Lighting
Multie Sequence Sampling
Seperate Output Modules
Seperate Light Objects - Such as Flourescent, Incandescent, LED, halogen, Neon Ect.
And of Course A kick Ass GI System.
We are shooting for a beta release date around Feb/march, Which will be totally possible.
I'm hoping to produce the max Version first, but Am looking for any exceptional talented Maya Folk who would be interested in assting me with a Maya version. (please Message Me)
If you have any other suggestions, Please post them, and we wil see what can be done. My Science Guys are brilliant when it comes to the physics of it all!
Again thanks for all the wonderful support!
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