View Full Version : Computer LED Light
tikitariki 07-16-2008, 06:27 AM I want to model a computer LED light (or an LED light of anything really). The first logical thing would seem to make a light and maybe a transparent material in front of it so it's lighting the little bulb thing. But I want to do this with UV mapping. Is there a way to combine this? I am relatively new to doing things beyond just modeling in 3ds max, so a little detail would help too.
And while on topic about UV mapping, my UV maps come stretched out just a tad bit, it's really weird. Just a little stretched.
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SpaXe
07-17-2008, 05:10 AM
I'm curious why do you need the UV to light the bulb?
Would Incandescense work better? If you just need to light up something, self-illuminating attributes are a good start. I suppose you can use UV to control the amount of luminance in each section, but I think that's an artistic call and it's up to you.
Then, I would make a light and light up the scene closest to your LED light, if the light is strong enough to be visible. (A LED watch under sunlight won't be really noticeable except its own bulb is an example.) Lastly, I would in post comp on a glow just slightly to your LED light.
tikitariki
07-18-2008, 07:51 AM
I'm curious why do you need the UV to light the bulb?
Would Incandescense work better? If you just need to light up something, self-illuminating attributes are a good start. I suppose you can use UV to control the amount of luminance in each section, but I think that's an artistic call and it's up to you.
Then, I would make a light and light up the scene closest to your LED light, if the light is strong enough to be visible. (A LED watch under sunlight won't be really noticeable except its own bulb is an example.) Lastly, I would in post comp on a glow just slightly to your LED light.
Well, I am new, so I'm just starting to understand some of these concepts. The reason why I wanted to illuminate it with a UV map is so I can use as little materials and objects as possible. So, I figured out these maps and how I can half multiple ones. So, I made my bump map and a diffuse map. I thought maybe I could do the same thing with self-illumination? I didn't try because I didn't know how to adjust the brightness and all that. So, as of now I just have a material on a plane and matched it up to the hole of the light source. I still don't know how to change any of the self-illumination settings though.
I tried the light suggestion, but it kept somehow bleeding through my models. I was using omni, it was placed inside the model. I thought it'd shine through the hole. But it was actually lighting up some of my objects, even at low intensities. It didn't even shine like I wanted it to. :-\ As far as I know, my scene will be well-lit, so the LED light doesn't really need a light source...
Here's my work. I accidentally deleted the plane that I spoke of. But just imagine a blue neon light in the left side. You can see it in the second image. Very minimalistic, only 6 faces, I did this because this is going to be part of an interior scene.
For some reason when I exported it as an object after done rendering/taking pictures, my model got a bit of artifacting as a mesh, so I had to re-add some lines I deleted. Is this something I should ignore or should I start keeping all lines instead of trying to clean things up?
http://i225.photobucket.com/albums/dd154/tikitariki/pcdesktop-1.jpg
http://i225.photobucket.com/albums/dd154/tikitariki/pcdesktop.jpg
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