Aldaryn
08-24-2003, 11:23 AM
Hi there!
The problem waiting to be solved here in this thread is rather simple, but yet nou usual, I think... ;)
Currently I'm working on (along with other projects) a noire like (strong art deco, ...) kitchen, with some cool light sources.
One of the major lights is a standing lamp, with several "tentacles" each with one lamp on the end of it. The structure of one of theese specific laps is the following: A bright blub (160W) inside a really thick (4-5cm, 2inch) frosted glass tube, (...and some metal cilinders through the tube to hold it in its place.) The Glass has a strong SSS effect on it. Craeted with Brazil Advanced : Wax shader. The light blub inside is not modelled, its simulated with a standard Brazil omni light (shadows on...)
So to get to the point the problem is like this: The lamp illumanates only in thin streaks of light, where the omni's light can exit the cilynder... But in reality a lamp like this would illuminate through the scattering effect. The SSS is rendered perfectly, thanks to Brazil, but it doesn't gives eneugh illumination.
Turning on GI creates some kind of diffuse illumination effect, but the scale of it's attenuation (Or decay...) is far too big, to illuminate correctly.
I've tried to use pmaps, both caustic, and global, but with no effect. SSS shader recieves GI correctly, but IMO it sends fas less light, than it shoud be.
What am I doing wrong? Is there a way to simulate this effect? Or I'll have to do it with two lights, and with some faking?
Thanks in advance.
- A.
(P.S. : And yes, I *have* read the manual....but maybe missed something)
(P.S.02 : If needed, I'll do some image based explanation of the problem....)
The problem waiting to be solved here in this thread is rather simple, but yet nou usual, I think... ;)
Currently I'm working on (along with other projects) a noire like (strong art deco, ...) kitchen, with some cool light sources.
One of the major lights is a standing lamp, with several "tentacles" each with one lamp on the end of it. The structure of one of theese specific laps is the following: A bright blub (160W) inside a really thick (4-5cm, 2inch) frosted glass tube, (...and some metal cilinders through the tube to hold it in its place.) The Glass has a strong SSS effect on it. Craeted with Brazil Advanced : Wax shader. The light blub inside is not modelled, its simulated with a standard Brazil omni light (shadows on...)
So to get to the point the problem is like this: The lamp illumanates only in thin streaks of light, where the omni's light can exit the cilynder... But in reality a lamp like this would illuminate through the scattering effect. The SSS is rendered perfectly, thanks to Brazil, but it doesn't gives eneugh illumination.
Turning on GI creates some kind of diffuse illumination effect, but the scale of it's attenuation (Or decay...) is far too big, to illuminate correctly.
I've tried to use pmaps, both caustic, and global, but with no effect. SSS shader recieves GI correctly, but IMO it sends fas less light, than it shoud be.
What am I doing wrong? Is there a way to simulate this effect? Or I'll have to do it with two lights, and with some faking?
Thanks in advance.
- A.
(P.S. : And yes, I *have* read the manual....but maybe missed something)
(P.S.02 : If needed, I'll do some image based explanation of the problem....)
