Post your experiments with light layers here
Post your experiments with light layers here
Here's my second light layer test scene.
Post yours! It's fun to sit there and flip between layers, change light colors, etc
And again, the easiest way to get light layers without support from your exporter: choose diffuse materials for the light materials, and replace the material definitions with the example from /testscenes/layer_blending_test.igs.
Post yours! It's fun to sit there and flip between layers, change light colors, etc
And again, the easiest way to get light layers without support from your exporter: choose diffuse materials for the light materials, and replace the material definitions with the example from /testscenes/layer_blending_test.igs.
- Attachments
-
- default.7z.zip
- .igs 7zipped (rename to .7z since that extension isn't allowed)
- (1.17 MiB) Downloaded 207 times
-
- layerstest2.jpg (401.6 KiB) Viewed 5174 times
Sorry Zed: with which part have I to replace the exported diffuse mat? Here I report the plain layer-blending-testscene.igs
<material>
<name>mat1</name>
<diffuse>
<layer>0</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
<material>
<name>mat2</name>
<diffuse>
<layer>1</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
<model>
<pos>-0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh1</mesh_name>
<emission_scale>
<material_name>mat1</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>
<model>
<pos>0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh2</mesh_name>
<emission_scale>
<material_name>mat2</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>
<!--Ground Plane-->
<material>
<name>ground</name>
<diffuse>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1.0</gamma>
</rgb>
</constant>
</albedo>
</diffuse>
</material>
<material>
<name>mat1</name>
<diffuse>
<layer>0</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
<material>
<name>mat2</name>
<diffuse>
<layer>1</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
<model>
<pos>-0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh1</mesh_name>
<emission_scale>
<material_name>mat1</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>
<model>
<pos>0.5 0 0</pos>
<scale>0.5</scale>
<mesh_name>mesh2</mesh_name>
<emission_scale>
<material_name>mat2</material_name>
<measure>luminous_flux</measure>
<value>100</value>
</emission_scale>d
</model>
<!--Ground Plane-->
<material>
<name>ground</name>
<diffuse>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1.0</gamma>
</rgb>
</constant>
</albedo>
</diffuse>
</material>
Here is my result with 6 layer.
- Attachments
-
- 1.gif (1.16 MiB) Viewed 4878 times
Last edited by Camox on Fri Jul 25, 2008 10:08 pm, edited 1 time in total.
Sorry for not making it clear
Take this example light layered light:
Paste it in your new scene, over the "light" (which we exported as diffuse) material, with a correct name (so for example, I'll replace the below with the above):
Take this example light layered light:
Code: Select all
<material>
<name>mat1</name>
<diffuse>
<layer>0</layer>
<albedo>
<constant>
<rgb>
<rgb>
0.8 0.8 0.8
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</albedo>
<base_emission>
<constant>
<rgb>
<rgb>
2000000000 2000000000 2000000000
</rgb>
<gamma>1</gamma>
</rgb>
</constant>
</base_emission>
</diffuse>
</material>
Code: Select all
<material>
<name>mat1</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb></albedo_spectrum>
</diffuse>
</material>
tHANK YOU zED: a little thinking and i'd already dug it out by myself..
A little suggestion to Ono, more about the interface during the rendering: instead of "X,Y and Z gain", put "R,G and B value" on the gain sliders. I think this way it'd be more user-friendly
I think a numeric input would be useful too; perhaps (if possible) the possibility to have a color wheel per layer, in addition/substitution of the numeric inputs, to make more clear what we are going to change about the correspondent layer.
For the rest: i'm very excited by this 1.1.7 version!!!!!!
A little suggestion to Ono, more about the interface during the rendering: instead of "X,Y and Z gain", put "R,G and B value" on the gain sliders. I think this way it'd be more user-friendly
I think a numeric input would be useful too; perhaps (if possible) the possibility to have a color wheel per layer, in addition/substitution of the numeric inputs, to make more clear what we are going to change about the correspondent layer.
For the rest: i'm very excited by this 1.1.7 version!!!!!!
Another tip for the implementation: the possibility to match the layers' names with the emitting sources. For example, if in the SW we have an emitting mat named NEON1 and we export it as a separate light-layer - say LAYER1 - it should be useful to see in Indigo the layer1 named NEON1, so it's easy to understand which panel controls which light(s).
[I know that is only an optimization: i think i'm going waaaaaaay to lazy...]
Should be nice also to have the standard Layer0 named SUN/SKY. I read that probably in one of the next releases it will be possible to separate the GI from the direct lighting: in that case, i suggest we keep the SUN and SKY layers always as the layer0 and layer1 respectively, so once you've exported the scene -if you choose the layerblending mode- you actually find the first two sliders named SUN and SKY, and then all the others emitters...
What do you say?
[I know that is only an optimization: i think i'm going waaaaaaay to lazy...]
Should be nice also to have the standard Layer0 named SUN/SKY. I read that probably in one of the next releases it will be possible to separate the GI from the direct lighting: in that case, i suggest we keep the SUN and SKY layers always as the layer0 and layer1 respectively, so once you've exported the scene -if you choose the layerblending mode- you actually find the first two sliders named SUN and SKY, and then all the others emitters...
What do you say?
I actually had this exact thought Pibuz, and came to post it today!
[REQ] Allow custom naming of layers 0-7
[Insane REQ] Show a small thumbnail of the current layer, for each layer (each layer has a 50x50 tonemapped preview of that layer's contents)
[Insane REQ] Global thumbnail preview image to do tonemapping/mixing against - fullsize render isn't changed until you forcefully "update" it
[REQ] Button to turn on/off tonemapping at x interval while you render
[REQ] Main view resize 100%/50%/25%/Window button
[Insane REQ?] Settings panel and log window are tool windows and able to be moved around / turned off
[Insane REQ] Ability to choose layers to focus rendering power on - small emitters are VERY noisy after a long time of rendering, while the lights on the other layers are nice and clean.
Feel free to tell me to pound sand, Ono, just getting those out there
[REQ] Allow custom naming of layers 0-7
[Insane REQ] Show a small thumbnail of the current layer, for each layer (each layer has a 50x50 tonemapped preview of that layer's contents)
[Insane REQ] Global thumbnail preview image to do tonemapping/mixing against - fullsize render isn't changed until you forcefully "update" it
[REQ] Button to turn on/off tonemapping at x interval while you render
[REQ] Main view resize 100%/50%/25%/Window button
[Insane REQ?] Settings panel and log window are tool windows and able to be moved around / turned off
[Insane REQ] Ability to choose layers to focus rendering power on - small emitters are VERY noisy after a long time of rendering, while the lights on the other layers are nice and clean.
Feel free to tell me to pound sand, Ono, just getting those out there
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+1 on each of that requests!zsouthboy wrote:I actually had this exact thought Pibuz, and came to post it today!
[REQ] Allow custom naming of layers 0-7
[Insane REQ] Show a small thumbnail of the current layer, for each layer (each layer has a 50x50 tonemapped preview of that layer's contents)
[Insane REQ] Global thumbnail preview image to do tonemapping/mixing against - fullsize render isn't changed until you forcefully "update" it
[REQ] Button to turn on/off tonemapping at x interval while you render
[REQ] Main view resize 100%/50%/25%/Window button
[Insane REQ?] Settings panel and log window are tool windows and able to be moved around / turned off
[Insane REQ] Ability to choose layers to focus rendering power on - small emitters are VERY noisy after a long time of rendering, while the lights on the other layers are nice and clean.
Feel free to tell me to pound sand, Ono, just getting those out there
Nice zsouthboy ! It would be nice if you could create an input in the wiki for such hints, thanks !zsouthboy wrote:Sorry for not making it clear
Take this example light layered light:Paste it in your new scene, over the "light" (which we exported as diffuse) material, with a correct name (so for example, I'll replace the below with the above):Code: Select all
<material> <name>mat1</name> <diffuse> <layer>0</layer> <albedo> <constant> <rgb> <rgb> 0.8 0.8 0.8 </rgb> <gamma>1</gamma> </rgb> </constant> </albedo> <base_emission> <constant> <rgb> <rgb> 2000000000 2000000000 2000000000 </rgb> <gamma>1</gamma> </rgb> </constant> </base_emission> </diffuse> </material>
Code: Select all
<material> <name>mat1</name> <diffuse> <albedo_spectrum> <rgb> <rgb>0.8 0.8 0.8</rgb> <gamma>2.2</gamma> </rgb></albedo_spectrum> </diffuse> </material>
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