Help with lighting

General questions about Indigo, the scene format, rendering etc...
JDA
Posts: 30
Joined: Tue Mar 25, 2008 1:44 am

Help with lighting

Post by JDA » Fri Jul 25, 2008 2:58 pm

In Indigo how do you turn up indirect lighting
and turn down direct lighting?

Scene has 1 mesh emitter.

Any help is greatly appreciated.
Attachments
cube.jpg
cube.jpg (18.09 KiB) Viewed 3257 times

User avatar
pixie
Indigo 100
Posts: 2345
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Post by pixie » Sat Jul 26, 2008 12:44 am

The same way you would in reality (ie- you don't;))

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Post by Pibuz » Sat Jul 26, 2008 12:54 am

Hi JDA! perhaps you could try lowering the mesh emitting power (given that you're using camera tonemapping): that way your light will be less strong, so the surrounding lighting should be more visible!

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Post by StompinTom » Sat Jul 26, 2008 1:33 am

Pibuz wrote:Hi JDA! perhaps you could try lowering the mesh emitting power (given that you're using camera tonemapping): that way your light will be less strong, so the surrounding lighting should be more visible!
not if the light is the only emitter in the scene. the relationship between emitted and reflected light stays the same. it would just be like stopping down on a camera: you just get a darker scene.

what you could do is use Reinhard tonemapping and tweak it so you dont compress the dynamic range as much.

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Post by Pibuz » Sat Jul 26, 2008 2:08 am

Oh God, you're right Tom..
I actually automatically assumed that there was an emitter mesh AND the sun/sky system (which is obviously not, as JDA said there is only an emitter..)

Sorry JDA :oops: : Tom is so right!

JDA
Posts: 30
Joined: Tue Mar 25, 2008 1:44 am

Post by JDA » Sat Jul 26, 2008 8:25 am

Thanks.

Hey Tom, how did you do the lighting in mobius?

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Sat Jul 26, 2008 8:40 am

JDA:

Looks like sunsky on a plane to me..

JDA
Posts: 30
Joined: Tue Mar 25, 2008 1:44 am

sun sky

Post by JDA » Sat Jul 26, 2008 9:29 am

Thanks.

I just tried that out and its not working for me.
Do you know how to set that up? I use Blender BTW.
Attachments
LT001.png
LT001.png (101.68 KiB) Viewed 3096 times

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Sat Jul 26, 2008 9:34 am

Err - that looks exactly like I would expect.

What's wrong with it JDA?

JDA
Posts: 30
Joined: Tue Mar 25, 2008 1:44 am

Post by JDA » Sat Jul 26, 2008 9:38 am


User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Sat Jul 26, 2008 12:10 pm

use a lower sun angle, pointing towards the camera. your render looks like midday sun - try a more evening sun angle.

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Post by StompinTom » Sat Jul 26, 2008 12:14 pm

that appears identical to what you have. at least as far as lighting conditions go.

right now your object is occluding most of the light from the sky that would otherwise brighten up your shadows.

what you might want to try is setting the the sun angle roughly perpendicular to the viewing angle (coming in from the left or right) and change your camera angle to point more at the horizon.

play with the turbulence parameter as that affects how diffuse the sunlight is and, i think, a little bit how bright it is.... ie. higher turbulence is more of a diffuse sunlight if i remember correctly. put it lower to the horizon as well, that will make your shadows longer/expose them more to the skylight which means they will receive more light = brighter shadows.

otherwise, play with Reinhard tonemapping. you can control the contrast better that way. good luck!

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Sat Jul 26, 2008 12:26 pm

StompinTom wrote:play with the turbulence parameter
you mean turbidity ;)

JDA
Posts: 30
Joined: Tue Mar 25, 2008 1:44 am

Post by JDA » Sat Jul 26, 2008 12:51 pm

Hey thanks guys.

Tom, what about mobius?
How did you do the lighting?

StompinTom
Indigo 100
Posts: 1828
Joined: Mon Sep 04, 2006 3:33 pm

Post by StompinTom » Sat Jul 26, 2008 3:47 pm

dougal2 wrote:
StompinTom wrote:play with the turbulence parameter
you mean turbidity ;)
my bad! i meant turbidity. one too many beers after work...

which mobius? i think ive got a couple versions....
one was done with sun/sky, just your basic 45-45 set up (sun is at an angle 45 from the horizon and 45 from the viewing angle).

another was done with a studio setup with two softboxes (big light-emitting planes) to the left and right of the camera.

post the link though....

Post Reply
17 posts

Who is online

Users browsing this forum: No registered users and 9 guests