Strange color points
eeem sorry for nooby question (as I am noob) but how to reduce brightness? I use mesh light as emitter, lambert material that emits has (0.5;0.5;0.5) RGB, same with incadence, changing glow intensity do not change anything (as I understood, it is relative value) floor also default lambert..
the one idea I have is to put other emitter whith near the same glow intensiti that directer out of scene to overpower existing..but it should slower indigo
the one idea I have is to put other emitter whith near the same glow intensiti that directer out of scene to overpower existing..but it should slower indigo
not the emitter's brightness, but the floor-material's!
As long as you're using reinhard tonemapping, the emitterbrightness seemingly wont change at all (indeed, it actually does but reinhard changes, based on the brightest point in the scene, so, you wont see it, usually)
Though, that's anyway not what you want.
The (probably diffuse) plane looks like perfect white. tone that one down to 0.8
(Even if this doesn't work, in future, don't use any value over 0.8 - It'll enhance realism a bit and it will speed things up a lot)
EDIT:
Oh, ok, while I was posting, you where as well xD
It was worth a try
Cool glow xD
Well, then, you need to tweak more advanced settings like caughy b, MNCR, RBD... maybe even RND? (How big is the gap between the glass and the floor? are they exactly touching, intersecting or is there a gap? THAT might also have an impact.... Though, it's rather unprobable, I'd say...)
As long as you're using reinhard tonemapping, the emitterbrightness seemingly wont change at all (indeed, it actually does but reinhard changes, based on the brightest point in the scene, so, you wont see it, usually)
Though, that's anyway not what you want.
The (probably diffuse) plane looks like perfect white. tone that one down to 0.8
(Even if this doesn't work, in future, don't use any value over 0.8 - It'll enhance realism a bit and it will speed things up a lot)
EDIT:
Oh, ok, while I was posting, you where as well xD
It was worth a try
Cool glow xD
Well, then, you need to tweak more advanced settings like caughy b, MNCR, RBD... maybe even RND? (How big is the gap between the glass and the floor? are they exactly touching, intersecting or is there a gap? THAT might also have an impact.... Though, it's rather unprobable, I'd say...)
Last edited by Kram1032 on Fri Nov 28, 2008 8:53 am, edited 1 time in total.
Yes indeed... Presuposedly scene scale is correct, isn't it ?
If you want to have control on lighting and exposure, quit both rgb lights and reinhard tonemapping, as Kram said.
Use blackbody lights, and linear or camera tonemapping. To switch the emissive lambert to blackbody, use a value above 1000 for it's incandescence R channel, or set a precise K° value ie 4300, 5500...
With rgb ranging from 0 to 1 AND reinhard tonemapping, you get very distorded exposure range. Time to switch to serious settings
More seriously, many MtI improvements are on hold until we migrated the whole engine toward new shaders definitions, wich does not come easily as far as I'm concerned
Amongst them an interface, the Indigo Palette, wich exposes only Indigo relevant attributes to make things much easier.
PS: the glow setting of Maya materials is not linked against any Indigo value.
If you want to have control on lighting and exposure, quit both rgb lights and reinhard tonemapping, as Kram said.
Use blackbody lights, and linear or camera tonemapping. To switch the emissive lambert to blackbody, use a value above 1000 for it's incandescence R channel, or set a precise K° value ie 4300, 5500...
With rgb ranging from 0 to 1 AND reinhard tonemapping, you get very distorded exposure range. Time to switch to serious settings
More seriously, many MtI improvements are on hold until we migrated the whole engine toward new shaders definitions, wich does not come easily as far as I'm concerned
PS: the glow setting of Maya materials is not linked against any Indigo value.
hmm
I have found a flag "use Adv Opt" and it gives a good resuld, but still buggy
maybe I could tweak it? (aaahh it much more slower..)
Scale is normal.
the gap between the glass and the floor...yep, there was no gap..
where is this settings? and how to swich between rgb and temperature? maybe I should read some manual first ?advanced settings like caughy b, MNCR, RBD... maybe even RND
I have found a flag "use Adv Opt" and it gives a good resuld, but still buggy
maybe I could tweak it? (aaahh it much more slower..)
Scale is normal.
the gap between the glass and the floor...yep, there was no gap..
cauchy b is a material setting, which actually should be stated as such in your material's definition, I guess...
MNCR = Max Num Consec Rejections
RBD = Ray Bounce Depth
RND = Ray Nudge Distance
all of those are changing the way of rendering, directly. MNCR usually doesn't need any change, except for seldom problems with glass and caustics...
RBD might improve renders with complicated light-situations but usually, the default should be fine.
RND should be fine, when all your scale is correct. This is the most critical of the three settings from above. Do NOT touch it, except your scene goes either extremely macro or extremely huge. So, it's not an option anyway, right now...
As those options are highly advanced and the ini-file needed for a cleanup, Ono cleaned all those values out. Though, you can either write them into the ini-file again (in that case, you should remember the settings though...) or you can write them into the igs-files for your scenes, which also works nicely...
___
Damn, didn't change those settings for SO long, anymore that I don't know, wether it's alla
MaxNumConsecRejections
or
Max_Num_Consec_Rejections
MNCR = Max Num Consec Rejections
RBD = Ray Bounce Depth
RND = Ray Nudge Distance
all of those are changing the way of rendering, directly. MNCR usually doesn't need any change, except for seldom problems with glass and caustics...
RBD might improve renders with complicated light-situations but usually, the default should be fine.
RND should be fine, when all your scale is correct. This is the most critical of the three settings from above. Do NOT touch it, except your scene goes either extremely macro or extremely huge. So, it's not an option anyway, right now...
As those options are highly advanced and the ini-file needed for a cleanup, Ono cleaned all those values out. Though, you can either write them into the ini-file again (in that case, you should remember the settings though...) or you can write them into the igs-files for your scenes, which also works nicely...
___
Damn, didn't change those settings for SO long, anymore that I don't know, wether it's alla
MaxNumConsecRejections
or
Max_Num_Consec_Rejections
Oh my... Sinister, did you find any sort of documentation in the MtI zip file ? argh... that was lost somewhere I guess
To switch spectrum between types:
- Click on the color swatch of the incandescence attribute to open the Color Picker
- Switch from HSV to RGB
Now, if:
0 < incandescenceR <= 1
Spectrum is RGB, from 0 to 1 (that is restrictive, ideally any positive value should fit).
250 ~< incandescenceR ~<= 800
Spectrum is peak, with:
incandescenceR: <peak_min>
incandescenceG: <peak_width>
incandescenceB: <base_value>
ambientR: <peak_value>
incandescenceR < 1000
Spectrum is blackbody, with
incandescenceR: <temperature>
incandescenceG: <gain>
ambientG: <power_drawn>
ambientB: <overall_luminous_efficacy>
To switch spectrum between types:
- Click on the color swatch of the incandescence attribute to open the Color Picker
- Switch from HSV to RGB
Now, if:
0 < incandescenceR <= 1
Spectrum is RGB, from 0 to 1 (that is restrictive, ideally any positive value should fit).
250 ~< incandescenceR ~<= 800
Spectrum is peak, with:
incandescenceR: <peak_min>
incandescenceG: <peak_width>
incandescenceB: <base_value>
ambientR: <peak_value>
incandescenceR < 1000
Spectrum is blackbody, with
incandescenceR: <temperature>
incandescenceG: <gain>
ambientG: <power_drawn>
ambientB: <overall_luminous_efficacy>
There is only an embryo of a doc yet, so feel free to ask (in the Maya forum please) for any hint you may need to compensate the lack of documentation, actually.
Note: as specified in the Indigo manual (I think), <gain> in one hand, and <power_drawn> & <overall_luminous_efficacy> in the other are exclusive. Set the one or the other two to zero to disable them in Maya.
Note: as specified in the Indigo manual (I think), <gain> in one hand, and <power_drawn> & <overall_luminous_efficacy> in the other are exclusive. Set the one or the other two to zero to disable them in Maya.

