View Full Version : How light affects materials?
MrMJKnight 08-26-2008, 06:15 PM Hi, recently, I have been practicing with some lighting techniques.
As you can see in the render below, there is a brightly lit Orb.
I think this Thread should really be in the Materials section, but im unsure.
How can I make the light affect the Cloth, as light was passing through it? (Like how light affects the Ear Lobe, making it all red.)
Ta! ^__^
http://www.martinjknight.com/cgsociety/studio_lighting_postprocessed.jpg
|
|
frizDog
08-26-2008, 06:51 PM
you could do a few different things...
but what i think you are asking about is translucence. . .the red in an ear that is backlit is really subsurface scattering. Cloth doesn;t really have much of that.
I would try putting a point light under the cloth that is light linked only to to the cloth . .
Cloth needs a little translucence as well.
what renderer are you using?
MrMJKnight
08-26-2008, 06:56 PM
what renderer are you using?
Ah!
Im using Mental Ray with Final Father + Global Illumination.
frizDog
08-26-2008, 07:00 PM
With mental ray you should be able to turn on incandescence for the sphere and it should start to light up that cloth
MrMJKnight
08-26-2008, 07:06 PM
Oh right, where would I find Incandescence?
frizDog
08-26-2008, 07:10 PM
can't help you there..i haen't opened mental ray in a while. . .im sure someone else in this forum, or the help documents will point you in the right direction
MrMJKnight
08-26-2008, 07:22 PM
Aww.
Thank you, very much appreciated for your help =)
playmesumch00ns
08-27-2008, 11:43 AM
you could do a few different things...
but what i think you are asking about is translucence. . .the red in an ear that is backlit is really subsurface scattering. Cloth doesn;t really have much of that.
Errr... yes it does. Cloth fibres are usually highly translucent.
You could either use full-blown subsurface scattering or use a traditional 'reverse-diffuse' approach (in most renderers this is usually called simply 'translucence' and just does a normal diffuse calculation but looking the other way). The 'translucence' approach is normally more beneficial for cloth since it's often thin enough that you don't really need a full-on sss solution.
Either way you're going to want to modulate the effect with a weave texture to give the impression of layers of fibres.
Here's an example of what I mean:
http://www.flickr.com/photos/75304241@N00/988248218/
See how the light's bleeding through the curtain and you can clearly see the weave of it in the bright parts.
You might also want to use a very fine-detail opacity texture, again with a weave pattern, since you can often see straight through gaps in the weave. You'll need to raise your sampling up quite high if you do this though in order to capture the pattern without aliasing.
MrMJKnight
08-27-2008, 05:37 PM
Thank you for the reference! =)
Helped me a lot,
I've redone the cloth sim, and worked on the opacity texture.
I think it looks a lot better than before, the only thing is I think it's slightly a bit too see through where the cloth is touching the ground surface.
Here's an update.
http://www.martinjknight.com/cgsociety/studio_lighting_postprocessed_03.jpg
And here it is, before.
http://www.martinjknight.com/cgsociety/studio_lighting_postprocessed_02.jpg
CGTalk Moderation
08-27-2008, 05:37 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.