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Carltheshivan
12-11-2006, 12:45 AM
I am having a problem getting realistic candle light. Here is what I am trying to do:

As we know, in real life light intensity deminishes via the inverse square law. The intensity at 1 inch away is four times that of two inches away ect. Luckily for me, 3ds Max has an inverse square falloff option. We also know that in real life the decay start should be at the surface of the object emmiting the light, i.e. if you have a sphere emmiting light whos radius is six inches, the decay start should be 6 inches. If I follow these rules while making a scene, It has to come out right.

...but it doesn't.

I made the decay start the same size and shape of the candle flame and set the intensity to a large amount. Anything right up next to the flame is far too bright, and anything just a slight bit further away is too dark. I made it exactly like a candle in real life, so why doesn't it illuminate like one?

ssk
12-12-2006, 06:10 AM
Try to use exponential exposure control.

Carltheshivan
12-12-2006, 09:16 AM
Oh, I would do that, except that exposure control doesn't seem to want to work. In the preview window it looks perfect, but when I render it the exposure doesn't work.

I'm using 3ds Max 8 and mental ray, in case it matters.

ssk
12-15-2006, 02:30 AM
Sorry, but i never use MR. U can use standart Max's exposure control.

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