Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 04 8:20 pm)
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But, damn, GI looks good!
Thanks, guys. Useful stuff. Hey, sfdex, I noticed your spot light was very bright. I take it you really need to crank it up for a good bounced light? My plan was to have two bulb light sources but since they are also illuminating the scene, I can't crank them up. Looks like I need separate lighting on the reflected surfaces. Or was the light really 200% (I didn't know it could go to 2000% but never tried...)? While I'm on the topic, is it possible to do negative light in CS2? Thanks, Marc
Hey, Marc --
Yep, the light was really up to 2,000%. That's its max value, and I tried a couple area renders at lower levels; I decided to go with this much intensity to get some light really bouncing around in there.... I suspect the same effect might have been possible by using several lights pointing at the bounceboard at a normal intensity. I certainly could have used less intensity, but then the scene would have been much darker. (Would have rendered faster, though.)
I come at 3D from a traditional production background, so my setups often reflect what I might do if I were working in the real world. This kind of bounceboard effect (which wasn't available in Carrara or RDS until CS2 -- thank you Eovia!) is a standard kind of thing to do in film or video production. It results in some beautiful soft lighting effects.
As for negative light, I just tried it out and it doesn't seem to be available. Now, negative light; that's something I'd LOVE to have in the real world.... Until then, just use flags, cookies and gels!
I've never saw much need for negative light until reading Birn's book. There are some tricks where it looks of use (and a gel or cookie won't do the same thing). Not really a big deal, just curious. Thanks for the info on the light brightness. It is one of those things I'd've have (hopefully) uncovered on my own but with the slow GI render speeds, it might have taken a few days. Definitely worth experimenting, too, of course. Marc
I'm not an expert on negative light but I recall Bruce had it. Anyway, it removes illumination rather than adds it. Birn showed an example of using it to fake a shadow (so as to speed render time). Say you had a ball. You could light it from the front with a normal light. You could then setup an anti-light that doesn't cast shadows (so it shines through the ball) and also have the anti-light not illimunate (or in this case darken) the ball (apparently some apps allow that?). When I saw it added to Bryce 4 or 5, I didn't really know what to use it for. Birn has a few examples but it still doesn't seem absolutely necessary. Marc (Digital Lighting & Rendering by Jeremy Birn, George Maestri (Editor) )
Hi, Ben, You probably want to post this as a new post rather than a followup to this thread; you will get more answers that way. I switched from Bryce5 to Carrara in April. Not familiar with RD5, though, so can't answer abuot RD. Carrara can be used to create objects for Bryce. But unless you do landscapes, you'll probably switch to Carrara, it is much more capable. marc
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Hi, guys, A quick question for the GI pros. When doing indirect lighting I assume GI will use off screen objects when computing the photon map. Is this correct? For instance, if I put a ceiling that is not visible in the scene, GI will still bounce light off the ceiling, won't it? Thanks, Marc