Lighting Challenge: Light Bulb


#56

@Paul - yeah, LW. Thomas isn’t THAT quick :wink:


#57

Careful - I’m already finished :wink:

(“lapin rose decadant” by Christophe Desse!)

Cheers,


#58

how the hell do you get 18 hour renders? lol, i have an FX-60 cpu and it renders in 12 minutes but its not exactly a rocket ship by todays standards… although the AA could be better i admit.


#59

GI was used, and add to that a sphere light casting a softshadow at AA level 4, and obviously all the glass reflecting and refracting the GI and the soft shadows… this on a 2.8GHz P4.


#60

I need some help guys. I started to do some render tests on the bulb for our challenge in Messiah but I can’t seem to get the shadows right. In this render I have a sphere light casting raytraced shadows with a quality of 5 and a spot light with the same shadow setting there is no shadow in the render.

When I switch the sphere light to shadowmaps the quality of the shadow looks like crap. I need some guidance with my shadow settings if you guys don’t mind helping me out. :slight_smile:


#61

Shadows are switched on, right? Why not post your scene so we can help.


#62

Here’s my fxs scene file, I’m sure it’s a stupid little mistake I’m making…that seems to be the trend for me. :smiley:

http://team.subdivisionmodeling.com/pnoland/messiah/pics/bulb.zip


#63

I loaded the scene, linked the missing object and light probe files with local versions I had and hit render. No problem with the shadow, except that it seems very jagged, but that may be what you’re after? Is the above what you get when you render this file you posted?


#64

@ pnoland: I switched from shadowmap on your spherelight to raytrace and got the expected excellent results (dropping quality from 23 to 5). I can’t imagine how a shadowmap on a spherelight can work, since it would spread / stretch the available resolution in the map in a spherical map and severely pixellate the shadow. Shadow maps work fine for spotlights with limited cone angles, unless you really pump up the map resolution or soften the map.

Can you get shadows to render at all yet?


#65

@ pnoland: What version of messiah are you running? Perhaps someone running m:studio 2.4d can also test this scene for you?


#66


Andreseloy


#67

Thanks for the help guys, I havn’t tested since I posted the file as I needed to sleep but I’m going to tinker with it this morning. Yes, I’m on 2.4d currently.


#68

Thanks again guys I think I’ve got it sorted out. In this version I added a little reflection to the floor material and got my bulb base to cast a soft subtle shadow.

Also, I got rid of the spot light (not sure why I had it to begin with) and have a combo of sphere lights for this scene with the GI settings. Might try caustics next…


#69

After chatting with Patrick about caustics, I had to give it a go. Here’s my first attempt. I’m using EasyGlass pretty much at it’s default setting. I’m concentrating mainly on getting fairly believable caustics this go around. :slight_smile:


#70

Im very far(still) to those beutiful renders here!
Congratulations for this one
Andreseloy


#71

Very nice Gary, I’m going to work on the caustics some today. Yours turned out very cool.


#72

Wow. Thats pretty chikega! I like the subtle blue-purplish hues.


#73

Very nice Gary!

Did anyone try to switch the bulb ON with a volumetric light?
Would be interesting to see if messiah is able to do this in a believable way.

Cheers,


#74

I thought I’d throw my work in progress bulb into the ring, especially after Thomas’ challenge, on trying to ‘switch the bulb on’. This is my first render of this bulb, still a long way to go, I’m working inside out.

Some details so far, easy glass for the glass parts, filament is via volumetric particles, and the rest is standard shader nodes.

Size 640 x 480
Ray Depth 6
GI samples 6
Adaptive SS level 8 (probably too high)
Render time 20:26

R


#75

Superb idea with the particles for Glow! :thumbsup: :thumbsup: :thumbsup:

Did you try a volumetric light?

I really look forward to your progress.

Best regards,