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View Full Version : Weird corners...


tobiasniva
04-07-2003, 02:52 PM
Iīm rendering a room with radiosity activated and experience weird stuff when I have a spotlight passing thorugh a "window" in my room. The render looks fine if I use an arealight within the room but when I let the spotlight lit the scene I get the corners lit up (see pics). Tried to juggle with the parameters in the radiosity-roll-out but with no luck.
Any hints?!

arealight (http://niva3d.amazed.nu/temp/arealight.jpg)

spotlight (http://niva3d.amazed.nu/temp/window.jpg)

Ovi
04-09-2003, 02:48 PM
I had the same problems when using Lightscape back then.

I think my problem was that geometry was placed just beside each other and didn't really overlap. Is that your case?

beaker
04-09-2003, 05:14 PM
It's kind of hard to diagnose your problem without knowing what software your using.

tobiasniva
04-10-2003, 11:19 AM
Iīm using 3DS Max 5. I kind o solved this problem though...
The room I had was previously a 2-sided geometry. I made this "box" so that the innerwall/-roof was a separate surface, with another surface (outerwall/-roof) outside this.
More like the real world...and now I donīt have the strange lightened areas inwards the corners.

Maven
04-10-2003, 02:02 PM
are you using the shadow map as your shadow? if you are change it to Area Shadows.

Also, you are using photometeric lights, right? I ask this because you should be calling the spot light a point light or source.

tobiasniva
04-11-2003, 07:22 AM
I have to use a shadow-mapped light...īcause I want the light to have volume and itīs just the shadow-mapped lights in max that support volume light.
And for the tip to change the photometric light to a point or source... How will I get the cone of light if itīs not a spot?!

Maven
04-11-2003, 11:49 AM
Photometric lights are base on the actual values measured from real lights. So if you want to do it right then goto a manufacutures website and find a spot that you like and downlaod the .ies file associated with it and use that in a target point light.

but you really don't need to do that with this scene. You could just set up a point light and use area shadows and adjust the intesity of the light until you have the look you want and then just calculate the radiosity solution.

If you don't want to do this then just use the light tracer with a spot and some onmis until you get the look you are after.

tobiasniva
04-11-2003, 12:18 PM
But how will I get volume light if I donīt use a shadow-mapped one?! I donīt think area shadows support volume light? (I use the scanline renderer, and no pro-GI-renderer such as MR or Brazil)...

tobiasniva
04-11-2003, 01:49 PM
wrong and right by me... By volume-light I mean "true" volume light that leave out the light if geometry comes in the way...
The only problem with the shadow-mapped volume light is that it doesnīt support opacity materials so if you have a fence with a material that has an opacity map, the light wonīt travel through it...sad but true...

Chaos Maximus
04-12-2003, 09:19 AM
ive had issues sort of like this, use what you need for the volume light, but make it so that this light doesnt acutally light or cast shadows on anything. .. have it just do the volume light. use a seperate light or lights for the real lighting and shadows. that should help a lot, plus you get more congrol over the volume light, cause it stays seperate from the rest of the light. just watch your realism.

good luck, chaos

small note, you can use the vb code above a text box when you are posting, the img button to put the immage directly in the post, easier for us. thanks

tobiasniva
04-12-2003, 04:30 PM
Thanx for the tip...but the shadow-mapped light that I then use for the volume light still wonīt pass through the opacity-mapped material...

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