tcastudios
03-20-2006, 10:16 PM
I have touched the volumetric/visible light problem I have a year or two ago and haven't really solved it other than using a complicated route via multirender and inverted layers in AE. This is doable for simple scenes but are now being to problematic for me in more complex setups with loads of light sources.
The "new" problem I have got is a issue with specularity and transparency that do give me headache atm.
http://homepage.mac.com/tcastudios/tempfiles/slp/VolSpots.jpg
This first pict shows the problem I have with volumetric/visible lights. On the left it is only the fill light and on the right two spots are turned on from -behind-. What happens is that the shadowed part of the cube is getting lighter(more visible) even if no additional light is getting there (there is no GI involved, just plain lights) as well as the wall that is far behind. The bricks are getting more visible thou no extra lights are hitting them. So the volumetric part is adding in a wrong way. To get it right I have to render out a separate layer of the visible lights and invert them to desaturate the backgound back to dark.
http://homepage.mac.com/tcastudios/tempfiles/slp/SpecFillLights.jpg
Next pict shows a similar behaviour of the specular part of the fill lights into a reflective/transparant glass object. It is partly hit from behind by spots. If the specular is turned off on the fill lights, it looks "right", but if the specular is turned on on the fill lights, the parts of the cube that is behind the glass again gets lighter/more visible than it should.
For simple scenes this sometimes can be fixed but it is impossible when things add up in a fullblown scenario.
http://homepage.mac.com/tcastudios/tempfiles/slp/resultproblem.jpg
This last pict shows what happens when it all is happening. Several glass objects and many lights. Things get totaly visible thru the glass since specular and visible sources are adding up as well as the specularity thru several glasses.
I would like to see some options how to add specularity/volumetric if possible.
Attached is the small example scene if anyone might find/know of a solution.
Or if I -totally- have missed something, but I have sat down and realy tried....
scene (http://homepage.mac.com/tcastudios/tempfiles/slp/speclightproblems.c4d.zip)
Cheers
Lennart
PS Does anyone else have problems using the "insert links" options when posting a thread? I had to manually type it into this text. DS
The "new" problem I have got is a issue with specularity and transparency that do give me headache atm.
http://homepage.mac.com/tcastudios/tempfiles/slp/VolSpots.jpg
This first pict shows the problem I have with volumetric/visible lights. On the left it is only the fill light and on the right two spots are turned on from -behind-. What happens is that the shadowed part of the cube is getting lighter(more visible) even if no additional light is getting there (there is no GI involved, just plain lights) as well as the wall that is far behind. The bricks are getting more visible thou no extra lights are hitting them. So the volumetric part is adding in a wrong way. To get it right I have to render out a separate layer of the visible lights and invert them to desaturate the backgound back to dark.
http://homepage.mac.com/tcastudios/tempfiles/slp/SpecFillLights.jpg
Next pict shows a similar behaviour of the specular part of the fill lights into a reflective/transparant glass object. It is partly hit from behind by spots. If the specular is turned off on the fill lights, it looks "right", but if the specular is turned on on the fill lights, the parts of the cube that is behind the glass again gets lighter/more visible than it should.
For simple scenes this sometimes can be fixed but it is impossible when things add up in a fullblown scenario.
http://homepage.mac.com/tcastudios/tempfiles/slp/resultproblem.jpg
This last pict shows what happens when it all is happening. Several glass objects and many lights. Things get totaly visible thru the glass since specular and visible sources are adding up as well as the specularity thru several glasses.
I would like to see some options how to add specularity/volumetric if possible.
Attached is the small example scene if anyone might find/know of a solution.
Or if I -totally- have missed something, but I have sat down and realy tried....
scene (http://homepage.mac.com/tcastudios/tempfiles/slp/speclightproblems.c4d.zip)
Cheers
Lennart
PS Does anyone else have problems using the "insert links" options when posting a thread? I had to manually type it into this text. DS
