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exit portal

Posted: Mon Jan 28, 2008 10:57 pm
by metapixel
Hi, I just wanted to share with all this a simple test that shows how important the use of the exit portal. :D

Posted: Mon Jan 28, 2008 11:07 pm
by psor
Thanx! 8) ;)



take care
psor

Posted: Tue Jan 29, 2008 7:46 am
by surreal
How do i use an Exit portal?
*Edit Nm i figured it out!
Good to know thanks!

Posted: Tue Jan 29, 2008 8:47 am
by metapixel
Hi, surreal
very simple, just create a box in Max with size of the window and apply the modifier "exit portal" and voilĂ ! :D

Posted: Tue Jan 29, 2008 9:11 am
by Kosmokrator
thnx to suv to implement it so good via max exporter...btw...an bug or neseccery bad thing is the direction of light is not the same after the exit portal apply.... :wink:
i think Ono know about this is not something new!!!

Posted: Tue Jan 29, 2008 9:47 am
by Kram1032
a box?
Usually, a plane is enough...
The normal should point through the window, inside.

Though, there're some problems: For example, if you have a veranda or any kind of outdoor models, they wont be rendered ;)

Posted: Tue Jan 29, 2008 10:16 pm
by pixie
Kram1032 wrote:a box?
Usually, a plane is enough...
The normal should point through the window, inside.

Though, there're some problems: For example, if you have a veranda or any kind of outdoor models, they wont be rendered ;)
Do a bigger box then ;-)

Posted: Tue Jan 29, 2008 10:27 pm
by filippo

Posted: Wed Jan 30, 2008 2:49 am
by Kram1032
Yeah, you can do a bigger box (or plane...)
The geometry should:
  • be as simple as possible
  • perfectly go over the whole "hole"
  • have it's normals pointing in the direction the light is supposed to go.
If you let holes, you'll see black frames (at least when using BiDir)
If you make it too big (for example a big cube over the whole scene), the time increase will be far too minimal.
If the geometry is very complex, it's not as efficient.
If the normals point in the wrong direction, no light will come through them. They'll render as black walls (at least with BiDir)