View Full Version : Lightwave, Lighting...
08-10-2005, 05:03 PM
Hey there! Im trying to get rid of these Sharp Light edges, and have it fade in a little bit.. Any ideas?
08-10-2005, 05:21 PM
It looks like you have a point light inside each of your modelled lamps, which will cast hard edged shadows. you could make the light not 'see' the lampshade, if you wanted the lamp casting light up the wall too.
Or instead / as well as..you use a spot, you can use a wide angle with a soft edge, and shadow map spots will cast soft shadows from any object too.
But, by far and away the best lights are area lights, which will cast the most correct shadows, but you'll get a hit on the render time.. I think it's worth it, certainly for stills.
08-10-2005, 05:44 PM
Ahhh I see... I just put a spotlight in it, it looks alot better, thanks man!
08-10-2005, 10:49 PM
Also you can use pointlights and TB_ShadowComp if you don't mind render times (works like an area light, but with pointlights, distant or spotlights)
08-10-2005, 10:57 PM
Are you following this overview i did for 3dtotal a while ago? http://188.8.131.52/team/tutorials/po_diner/diner.asp
pooby basically said what the lighting setup consisted of. And if you havent seen it, it should help you out.
08-11-2005, 12:19 AM
Hey Otacon - great diner image and tutorial! Eddie_rossi - your one's looking pretty neat but do yourself a favour and either work on those wood procedurals or replace tham with image maps - they're pretty chunky at the moment :)
Seeing as we're on the subject of diners, I thought I'd drop in an image of a diner I built for an episode of Captain Scarlet :)
08-11-2005, 07:25 AM
Here it is again, thanks to everyones help it looks alot better! :) Now ive been messing with Depth of field and I can't quite get the cars outside to blur.. Do I increase the focal distance? Or lens F-Stop? Thanks again!
Aegis: That is awesome work!
Oc: That tutorial looks sweet, I was just messing around with lighting and Depth of field, Im gona study your tutorial and learn a few tricks TY!
08-11-2005, 11:18 AM
Hi Eddie - to increase the amount of blurring you reduce the F-Stop - start at around 1.0 then work your way down - 0.5, 0.1, .05, .01 etc. until you get the look you want. The focal distance is the focal point of your camera from the camera - I usually add a null, add the "range to camera" plugin (object properties/geometry/custom object) and keyframe the null at my focal point to find the exact focal distance. There's also a "depth-of-field display" plugin in the same place which shows you the area that's in focus. Hope that helps!
The textures are looking better now but I think it's a little too dark - might want to add some extra lighting to bring it up a bit - the image I posted was lit with a area "moonlight" outside the diner, another area light for the lamp and some non-shadow casting point lights with falloffs to bring up the lighting in certain areas.
08-11-2005, 09:06 PM
Aegis: Thanks for the help, Im trying to get the nighttime look too.. This is from the restaurant I work in, Im trying to get the right light setup, you can't see under the tables there.. the overhead lights are really dim.. the table lamps are the brightest lights in the dining area.
08-11-2005, 10:01 PM
Regarding the DOF, always quicker to do it in post if you can. Render out the cars in a separate pass then bring both layers into Photoshop and blur car layer. Instant DOF!
08-12-2005, 05:48 AM
Slipster, that is brilliant.. That is a very good tip, thank you.
08-12-2005, 05:49 AM
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