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Caravaggio
06-11-2003, 09:49 PM
Here's the thing, if you look along the upper left rim of the sky light you'll see some vertical peices. They are lit from the left. Also there are some more vertical pieces just below that and beyond the light track that are also lit from the wrong direction. So obviously the question is, wtf?
Now as you can probably tell there's a light outside, way up and to the left. And no, there's not an outer hull to this thing. So I made one, but it didn't seem to work. That made me think that maybe the normals on the walls in those places needed to be reversed, but that didn't seem to help. The only other thing I can think of is that the light is touching them because their geometry extends beyond the wall and into the lighted space on the other side. But that would only produce these lines if c4d used vertex lighting, which I'm under the impression it doesn't, right?

I've noticed this happen before on some projects, so any help greatly appreciated.

http://pages.prodigy.net/1157/MiscImages/IWin.jpg

JIII
06-11-2003, 10:04 PM
have you tried to strip the lights one by one?

It could also be luminsoity or something, but I don't know enough about your scene to tell.

Cinema1954
06-12-2003, 02:38 PM
Just checking the obvious: you do have shadows turned on for the outside light, don't you?

Caravaggio
06-15-2003, 06:36 AM
Yeah, but I think it was the light settings. I had switched the shadow bias from absolute to 1%. I guess I'll just have to mess with it till I either block it or sharpen the shadow without getting "leaks" elsewhere.

Thanks anyway.

But while I'm here I might as well ask. You can probably see a slight shaft of light coming down towards the right. The upper skylight isn't supposed to be foggy, that's the volumetric light from the light object. Does anyone know of a way to simulate dust within the light shafts coming into the room without seeing them outside?

MJV
06-15-2003, 07:01 AM
Soft shadows always leak a little. You can try fooling around with shadow bias to improve it, but it's hard to illiminate altogether. Area shadows will work better, but take a long time to render, as you know. As for the volumetric light thing, you could use an inverse volumetric light and use scene exclusion to include only the hull glass, or you could use near clipping to stop the volumetric light outside the hull.

Caravaggio
06-15-2003, 10:27 AM
Thanks, the way I had it set up I kept seeing the halo outside with the near clipping so I guess I'll have to reposition it if I want to use that.

Heh, I had forgotten about inverse volumes. Never used it. :p I'm actually only finding one instance of the word "exclusion" in my manual, I seem to remember that having something to do with id numbers, but could you refresh my memory?

So, aside from the lighting thing. Anyone like the pic? :wip: (Keep in mind I already hate the lack of texture on the door console and power briefcase. :) )

MJV
06-15-2003, 11:07 AM
It's the scene tab in the light settings. Just drag whatever you want to include or extrude in there.

The scene is looking decent, but I think you have more lighting work to do. Fixing the sky so it's not washed out will help. Also, the guy on the ground being hovered over, has he been disintegrated with a ray gun or something? If so, the way he's propped up seems unnatural to me.

Caravaggio
06-16-2003, 10:52 PM
This forum sure has picked up over the last few months, I've had to dig this out of page 2 twice now whereas a while ago it would've stayed on page 1 for a week.

*double clicks on light, doesn't see a scene tab*
hmph, you're probably talking about r8 right? :annoyed:

(I think the guy on the right might look funny because his left leg is 1. severed, 2. in the middle of that shadow. His other leg is kind of bent back too. It didn't occur to me until about halfway through making it though that plastic doesn't rust. :P)

AdamT
06-16-2003, 11:46 PM
Yeah, there's no light exclusion until R8.1.

I think the scene's looking pretty good, but agree there's more lighting work to be done. The main action is too unevenly lit to really get a good idea what's going on. Some rim lighting would make a big difference there--help separate the actors from the background.

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