XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : turning geometry into lights... tutorial??

02-22-2003, 06:25 PM
Hey guys,

Im trying to construct an elevator shaft scene where there will be lights on the walls of the shaft. Ill be the first to admit that i have no lighting skills, but... theres no time like the present to work shit out (oh lord im quoting the beastie boys).

So, im looking for a way to turn geometry into lights... like, for instance, fluorescent tubes and the like...

got any tuts for me? and tips? Ive been looking but havent found anything fitting.


02-22-2003, 06:38 PM
Try luxigons.

02-22-2003, 06:54 PM
im not sure if i explained correctly... either that or i dont fully understand luxigons...

example: I want to use a long, skinny cylinder to light a scene instead of direct lighting... i want the light to eminate from the geometry.... i have tried simple things such as luminosity to get it, but its still not what i want.


02-22-2003, 07:20 PM
Guessing here, as I am no lighting guru...

If I understand you right you want a kind of "neon tube" like light within the shaft?

Couldn't you use linear lights within the shaft and then adjust the falloff and intensity of them so that you don't over light the scene?
You would attach one linear light to each "neon tube."

Or, of course, I could be way off base ;)

02-22-2003, 07:23 PM
sounds reasonable.... would i then crank up the glow on the object?

02-22-2003, 07:56 PM
Possibly :)

Experiment a little to see if you can get a result you like - I was just shooting from the hip based on the (very little) I know about lighting in Lightwave.

02-22-2003, 07:59 PM
im on it! ive actually been tinkering now and have something working....thx for your help :)

02-22-2003, 09:46 PM
Hmm well in short... make the luminosity of your object you want to cast light... 100%... and then render with radiosity and it works. :) --- An issue comes with light intensity though.. I often want the light surface to be "brighter"... and since all of Lightwave is "unclamped" you can have a luminosity of 10000% if you want... though the higher over 100 percent you go... the more toward "white" the actual light output becomes. So it can be tricky if you want a blue light for example... and want it really really bright. -- If it's the only light in the scene though... you can get things pretty bright in post using the Floating point picture viewer in Lightwave. Here is an example:
And another example here so you can see how it works with a Key light.

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