[SOLVED]mesh emitters disable sunlight?
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
[SOLVED]mesh emitters disable sunlight?
Hi guys,
After Radiance's great tutorial I decided to try the basic stuff in a blender scene, however, the tutorial mentions you can have a sun light for exterior/general scene ilumination and combine it with mesh emitters for interior lighting but whenever I use both only the emitter prevails; I don't get light from the exterior nor a sky background.
some shots:
sun light only:
same sun light with interior emitter: (sun light gets disabled)
blender file:
http://afecelis.gdlib.net/Indigo/interior.blend
I'm using official verison 5 (as suggested in the tut) with the latest script available for it.
Any ideas?
After Radiance's great tutorial I decided to try the basic stuff in a blender scene, however, the tutorial mentions you can have a sun light for exterior/general scene ilumination and combine it with mesh emitters for interior lighting but whenever I use both only the emitter prevails; I don't get light from the exterior nor a sky background.
some shots:
sun light only:
same sun light with interior emitter: (sun light gets disabled)
blender file:
http://afecelis.gdlib.net/Indigo/interior.blend
I'm using official verison 5 (as suggested in the tut) with the latest script available for it.
Any ideas?
Last edited by afecelis on Sun Sep 10, 2006 5:40 am, edited 2 times in total.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
thanks Leope. Just checked the xml file and the skylight info is there and it's exactly the same as the one without the mesh emitter (I mean, it doesn't get disabled nor changed):
But if a mesh emitter is present skylight gest disabled as in my pic.
But Radiance mentions it very clearly:
Thanks for the help!
Code: Select all
<skylight>
<sundir>-0.523896 -0.723479 0.449568</sundir>
<turbidity>2.000000</turbidity>
<sky_gain>0.005000</sky_gain>
</skylight>
But Radiance mentions it very clearly:
Which is a similar setup as the scene I got, and he achieved it with version 0.5 so there must be some way.Indigo does not support the standard blender light types (only the sun lamp)
Instead, use mesh emitters (see below) to create light sources.
For example, you can create an interior scene, have a skylight shining
trough the windows, and have additional lamps modeled as mesh_emitters.
Thanks for the help!
If i remember i had to raise the sky gain (a lot ?) to see the sky with an emissive mesh, in the external scenes too. Or try to decrease the power of the mesh light.
Meshlight are not mutually exclusive with the sun/sky and also hdr env, sun/sky and background are not mutually exclusive in 0.5, if i good remember, in 0.6 hdr env, sun/sky and background are mutually exclusive.
Meshlight are not mutually exclusive with the sun/sky and also hdr env, sun/sky and background are not mutually exclusive in 0.5, if i good remember, in 0.6 hdr env, sun/sky and background are mutually exclusive.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
does Indigo code use specific pentium processor instructions/optimizations (like ss3)? I'm a deep AMD processor fan but got no 64 bits processor yet (the ones that started supporting SS3). I got a 3200 athlon XP that only gets to SS2. But I think you shouldn't leave us out of the posibility of using Indigo (if the optimization instructions is the case).
I just checked the same scene with 0.6 and used "sunsly" as env type and got the same black background if a mesh emitter is present. Also if I uncheck "bidirectional" tracing I get the following error when trying to render:
Dunno, I think I'll just give up. I've tried my best with this renderer but it doesn't seem to like me, heheheh. Version 0.5 is a bit more user-friendly but anyway. It was very educational.
thanks. Hope next official verison gets this minorities fixed.
EDITED Leope, I hadn't seen your post, you posted as I was writing this. I'll check lowering the emitter value or increasing the sunsky value. But this is my last attempt before i throw the towel.
I just checked the same scene with 0.6 and used "sunsly" as env type and got the same black background if a mesh emitter is present. Also if I uncheck "bidirectional" tracing I get the following error when trying to render:
Dunno, I think I'll just give up. I've tried my best with this renderer but it doesn't seem to like me, heheheh. Version 0.5 is a bit more user-friendly but anyway. It was very educational.
thanks. Hope next official verison gets this minorities fixed.
EDITED Leope, I hadn't seen your post, you posted as I was writing this. I'll check lowering the emitter value or increasing the sunsky value. But this is my last attempt before i throw the towel.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
aaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhh!
Leope you nailed it down! a material emitt value higher than 0.5 starts to make the skylight turn darker and darker. Values over 0.6 turn it to almost black!
Thanks a lot! Getting my towel back on my shoulder and moving on!
ps. Leope, I was chcking your missing floor thread. Nice scene. Also learned a couple of things from there. Thanks a lot.
Any other suggestions on mesh emitters are welcome (any gurus that would like to share their infinite wisdom, eheheheh).
regards,
Alvaro
Leope you nailed it down! a material emitt value higher than 0.5 starts to make the skylight turn darker and darker. Values over 0.6 turn it to almost black!
Thanks a lot! Getting my towel back on my shoulder and moving on!
ps. Leope, I was chcking your missing floor thread. Nice scene. Also learned a couple of things from there. Thanks a lot.
Any other suggestions on mesh emitters are welcome (any gurus that would like to share their infinite wisdom, eheheheh).
regards,
Alvaro
Here's what Nick had to say on another post:
mzungu's question:
mzungu's question:
nick's answer:So is Indigo designed so that the <blackbody> spectrum type sort of "saps" the environment of competing lightsources? (for lack of a better way of saying it...) It was a very interesting effect, when I cranked the <gain> on it: all the other sources of light seemed to go dark/black. Not quite sure what this means.
That's why turning your emitter down helped - it's value was way out of proportion to your sky.What's happening is that the (Reinhard) tonemapping automatically maps the image so that the whole image is 'exposed' correctly. (e.g. maps the brightest white to rgb(1,1,1)) So if you have one light in your scene, and you make it twice as bright, the render should look exactly the same. But if one light is much brighter than another light, that light will dominate, and the scene will be 'exposed' for that light.
If you want to see the effects of changing light intensities more directly, try using linear tonemapping, which doesn't do automatic exposure.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
thnx boweeb007.
After reading a bit more about Indigo's technicalities your explanation comes in pretty handy.
I understand that indigo tries to mimmick real life ilumination at its best, hence how sensible it is to changes that may seem minor. But it also shows how demmanding it is for a good lighting setup.
Your tone map suggestion is worth a try. Thanks for that valuable info.
After reading a bit more about Indigo's technicalities your explanation comes in pretty handy.
I understand that indigo tries to mimmick real life ilumination at its best, hence how sensible it is to changes that may seem minor. But it also shows how demmanding it is for a good lighting setup.
Your tone map suggestion is worth a try. Thanks for that valuable info.
How do you set it in 0.5?try using linear tonemapping, which doesn't do automatic exposure
Last edited by afecelis on Sun Sep 10, 2006 10:10 am, edited 1 time in total.
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
Which sometimes can work against one's intention. For instance, now the sunlight coming in thru the window (which was a hard shadow line) is barely noticeable.But if one light is much brighter than another light, that light will dominate, and the scene will be 'exposed' for that light.
I hope manual tonemapping can again enhance this effect
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
but there's no such option in 0.5 exporter. I did find this in the xml code:radiance wrote:-> switch to linear tonemapping
greetz,
radiance
Code: Select all
<tonemapping>
<!--
<linear>
<scale>1.0</scale>
</linear>
-->
<reinhard>
<pre_scale>2</pre_scale>
<post_scale>1</post_scale>
</reinhard>
</tonemapping>
- afecelis
- Posts: 749
- Joined: Tue Aug 01, 2006 4:14 am
- Location: Colombia
- 3D Software: Blender
- Contact:
hehehe, that's quite higher than I expected
Radiance, is there a way of simulating a specific time of the day lighting? Or is it always that default blueish-orange horizon type? And does changing it's intensity from 1.0 in blender affect the renderer's lighting?
Trying new values now. Thanks a ton!
regards,
Alvaro
Radiance, is there a way of simulating a specific time of the day lighting? Or is it always that default blueish-orange horizon type? And does changing it's intensity from 1.0 in blender affect the renderer's lighting?
Trying new values now. Thanks a ton!
regards,
Alvaro
Who is online
Users browsing this forum: No registered users and 37 guests