lightning source to bright?

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aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

lightning source to bright?

Post by aslocum » Fri Aug 08, 2008 2:42 am

first of all.. im a total indigo and rendering noob and this are my first tests with it.
this is the testscene i created:
Image
background is set to black, tone mapping rheinhardt auto-exposure (kust the defaults). made a light yellow material and assigned the 100W Incandescent to it. this is painted to the light surfaces you see.
well the light itself is fine, but the material (the lamp) appears to bright for me. maybe i am false? how does it looks to you and how to achive a more streetlight look?
hope you understand my poor english and thanks for help!

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eulgrand
Posts: 66
Joined: Wed May 09, 2007 1:01 am
Location: Rouen, France

Post by eulgrand » Fri Aug 08, 2008 2:52 am

Hello Aslocum,


Did you assign an RGB light or a blackbody light to your yellow material ? If you applied the blackbody light, no matter what color you had applied at first, the color of the light will only depend on the temperature.

You can have a look here for more details.

:wink:

aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

Post by aslocum » Fri Aug 08, 2008 3:00 am

this is a backbody light with 2800k

the light on the ground surface is fine for me. just the light emitter itself appears a little bit (or more) bright for me

v_mulligan
Posts: 126
Joined: Wed Nov 28, 2007 9:16 am

Post by v_mulligan » Fri Aug 08, 2008 3:22 am

I'd be inclined to put a spherical emitter inside each lamp, and give the lamp itself a frosted glass material. That would probably give you a somewhat more realistic look.

Nice scene, though.

aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

Post by aslocum » Fri Aug 08, 2008 3:30 am

well.. i thought that i must do/try this.. will try it later with a more modeled lamp

aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

Post by aslocum » Fri Aug 08, 2008 6:41 am

playing around with some lights:
render:
Image
sketchup screen:
Image
sketchupbackground color / black
reinhard 4,5/1/4
inside that middle lamp is a light blue rgblight and coverd by onesided glass material from the database here (ghost glass).
at the bottom of the "pool" is a 2x2cm circle mesh as lightsource (blackbody 100power, ole 50 and 6000k)
standart water material with 1 opacity and 1.13 refraction, no cauchy

little to dark overall, but was a test to illuminate the pool from ground and the lamp in the middle

aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

Post by aslocum » Fri Aug 08, 2008 6:44 am

just wondering where those errors come from?
Attachments
im1218129472.jpg
im1218129472.jpg (19.16 KiB) Viewed 2691 times

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ZYX
Posts: 140
Joined: Sun Dec 02, 2007 12:35 pm

Post by ZYX » Fri Aug 08, 2008 12:16 pm

Don't have ant idea of what is happening there, can you post the .skp please?

aslocum
Posts: 24
Joined: Tue Aug 05, 2008 9:36 pm
Location: Germany, Luebeck

Post by aslocum » Fri Aug 08, 2008 9:26 pm


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eulgrand
Posts: 66
Joined: Wed May 09, 2007 1:01 am
Location: Rouen, France

Post by eulgrand » Fri Aug 08, 2008 11:38 pm

Maybe Z-fighting : water & wall interface. Try to expand the water volume inside the wall (just as suggested in the Indigo Renderer Manual - Appendix A).

:wink:

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ZYX
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Joined: Sun Dec 02, 2007 12:35 pm

Post by ZYX » Sun Aug 10, 2008 1:57 am

Yes he's right, lol.

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