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Subject: lighting question?


Teri ( ) posted Wed, 08 October 2003 at 11:18 AM · edited Mon, 10 February 2025 at 4:20 PM

Been working on these street lamp models........and I totally suck at lights.....does anyone have suggestions on how to get a natural looking street lamp glow from these? I'd like to have it look lit in the lamp part, and a lit area on the ground that surrounds the light post itself. What settings and type of light to use? Additional info...the lamp models are made in bryce with primitive shapes. Thanks, hope this makes sense Teri R


Teri ( ) posted Wed, 08 October 2003 at 11:20 AM

file_79275.jpg

lol forgot to post a pic.....spose that would be helpful huh


MuddyGrub ( ) posted Wed, 08 October 2003 at 11:37 AM

That's some awesome bryce modeling!


pakled ( ) posted Wed, 08 October 2003 at 12:01 PM

I'd introduce a radial light, and play with the 'e' button. Probably change the color to a yellow, and play with the range and intensity settings (depends on what sort of place they're going to be)..stay tuned for more coherent answers..

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


brittmccary ( ) posted Wed, 08 October 2003 at 12:27 PM

...sitting patiently down, waiting for the light masters to arrive and give some explanations. :)



ut0h ( ) posted Wed, 08 October 2003 at 12:39 PM

file_79276.jpg

welp im definately not a light master.... smile but heres what i did wit it .. its actually 2 parts to how i got this look... one issa radial light using a gel ... then i added a sphere wit a yellow'ness to it .... blended ..... droppd the transparancy low .... and got these results.... awesome modeling teri ..... you truely rock peace n good day to all ez .


Rochr ( ) posted Wed, 08 October 2003 at 1:56 PM

Pakleds method would be the one i would choose as well. The colors could be either a bright yellow/orange or slightly pink. For the ground, you can use an extra set of ranged radials. Soft shadows is also nice, but the rendertime is not... :)

Rudolf Herczog
Digital Artist
www.rochr.com


ocddoug ( ) posted Wed, 08 October 2003 at 4:44 PM

Man, excellent modeling!


shadowdragonlord ( ) posted Wed, 08 October 2003 at 9:22 PM

file_79277.jpg

Wow, funny that we're all working on lamps at the same time! This lamp is for a Shadar Logoth scene I'm working on animating. Sorry my lamp's not as complex as the rest, but for the purposes of scene lighting it might be okay. This render is just the lamp, a building. No sunlight. Haze and fog are black, kinda thick. The Radial Lights are stock, Hope it's not TOO bright, my work monitor sucks! This is quick, an example of lighting NOT working for the scene... (GroinGrinder's asphault on the ground plane, here!)


shadowdragonlord ( ) posted Wed, 08 October 2003 at 9:26 PM

file_79278.jpg

And here's the same scene, but with the lights set to Volume, Infinite, and with Squared falloff, at 100-power. (The previous lights were Linear, 25-power...) Again, the lighting just doesn't really add to the scene. (sorry about no AA, if I get a good one it will be AA'd, I promise!)


Teri ( ) posted Wed, 08 October 2003 at 10:27 PM

hey thanks everyone for the tips I'm going to try your suggestions in the morning....will let you know how I did, I wish I had more patience to fiddle with lighting, for some reason it just frustrates me to no end, so bad that I can't stand to read tutorials on learing how to do it lol. Ez, love what you did with those lights and thanks for posting an example of what you did, pics really help me to understand...kinda a visual learner lol. Shadowdragon, thanks for your example and settings you used, your street lamp is looking pretty good, hope we get to see this scene when its finished. lol Britt your comments always crack me up...I dunno why but when I read your stuff I always hear a british accent. Thanks again everyone :)


shadowdragonlord ( ) posted Wed, 08 October 2003 at 10:45 PM

file_79279.jpg

Here's the same scene. Lamp radials are set to Squared, 44-power. The main lighting comes from 60 "overlights", positioned belo and around the main radials. These lights are spotlights, set to Linear, 1-power, and with a slightly peach color to them and NO shadows. Nicer, but still not volumetric and they still don't express the scene very well... (AA this time, but damn that curb edge is sharp..!)


shadowdragonlord ( ) posted Wed, 08 October 2003 at 10:52 PM

file_79280.jpg

(Quick wireframe for ya Teri in case I'm not making any sense!)


ut0h ( ) posted Thu, 09 October 2003 at 3:39 AM

file_79281.jpg

i tried again wit n witout the extra spere n for the life o me i cant get ambiance


brittmccary ( ) posted Thu, 09 October 2003 at 8:25 AM

Thee hee.. Allthough I used to have a more British accent when living in Norway (we had to learn her majesty's English over there), I'm afraid that living in the US for 7 years, married to an Alabamian has done some strange stuff to my accent! lol I'm almost able to say "green" with 4 syllables these days.



shadowdragonlord ( ) posted Thu, 09 October 2003 at 8:39 AM

No, Ut0h, it IS hard. I've been slaving for a few hours, tweaking these same lights, same scene, and still haven't hit the mark I was hoping for. Is the light in your scene the only light in the scene? Is the sun on? Is the falloff for the light(s) set to linear or squared? More in the morning, this next render's gonna take hours. Which is very cool, because then I might get some sleep!


padawanNick ( ) posted Thu, 09 October 2003 at 9:07 AM

file_79282.jpg

I haven't entirely figured out volumetric lights. Some of that comes from an active avoidance of the render times they can induce. ...BUT... they can be simulated by other means. In the image attached here (raw Bryce4 render), I didn't use ANY volumetric lights. The "glow" in the archways to the right is a single sphere object that was stretched the length of the wall, set to a orange-yellowish color, fuzzy, ADDITIVE, and some transparency. The "beams" of light are cone objects with a similar setup (fuzzy & additive) gradient texture tied to transparency (the "brightest" color in the beams is actually the bottom of the cones). Anyway, just a thought that might help. Good luck. Have fun.


ut0h ( ) posted Thu, 09 October 2003 at 11:06 AM

dangggg padawannick that is a great idea and the result is awesome... im all for spheres versus tons of volumetric hours ^*^ lol i hear ya on the sleep shadowdl..... lookin forward to seein yours... mine has no sun and fallout im not sure of and i dint save the render :( .... but ty and yes does take forever to tweak ... hope everyone hassa great day ez .


Teri ( ) posted Thu, 09 October 2003 at 5:46 PM

ok, well I didn't get a chance to try any of this out yet....woke up this morning in a mood to do my "before winter sets in cleaning" After all that, came in to boot up my pc and try some of these suggestions.....nothin, no sound, no monitor, no nothin.....tried everything I could think of...which is a short list cuz my puter fixin abilities start and end with lots of cussin and loadin it up to haul it to the repair shop....but I cut all power off to everything, went out and stacked the wood....came back in, n waaalaaaa everything was working...ever have that happen?? Anyway, wow you all been awful busy with lighting examples to share....and I just want you to know that I really appreciate your efforts and ideas, I'm going to try them out. Thanks so much for posting picture examples, Ez, ShadowDragon, padawanNick all I can say is WOW you guys are just amazing and thanks so much! I just hope I can put your suggestions to work. lmao britt....british with a southern drawl mix I am sure no one ever asks "who's this" when you ring them. Thanks so much :) Teri R


shadowdragonlord ( ) posted Sat, 11 October 2003 at 5:29 AM

file_79283.jpg

Aye, Teri, after a long bout with idiocy, Incarnadine set me straight and this is the next step in the evolution of lamp-style lighting. Some issues that are fixed and being re-rendered : notice where the volumes cross? I got rid of that by turning off Additive. Now I'm re-lighting the scene a bit to bring out more detail, yet still keep the central glow and light coming from the lamp...


shadowdragonlord ( ) posted Sat, 11 October 2003 at 4:37 PM

file_79284.jpg

And here's one more, then I'll quite buggin ya Teri! This one shows more of the same apartment(s), the lamps are on each small-block corner... One thing I did different here was turn down the ambience and diffusion for each lightpost the farther they went back into the scene, to add some dimness. (foremost lights are 100/20, then 40/15, then 30/15, diffuse/ambience from front to back) Also, additive is off. It's not just a straight volume material, it has one chanel driving it's density. Some minor tweaking for scale-purposes.... Hope this helps Teri, if not well I had to do it someday anyways! Some more lights and filler lights might be appropriate, depending on your scene and props...


Teri ( ) posted Sat, 11 October 2003 at 6:58 PM

hey Shadow.....first, you're not bugging me at all! I've actually learned quite a bit from you on this :) I really like the result you achieved in this last example, that is what I wanted to do on the lamp I did....I realize now my design does not fit with the way you did your lights......but it does leave the door right open for me to design a lamp that shines down similar to yours. I really like the building in your scene and the brickwork on the road really adds allot to what would otherwise be a flat boring surface.....real nice work on the road. Thanks a bunch for the time you put into explaining and posting examples to help me understand this lighting thing a little better....and I'm sure you learned a few things along the way as well :) Feel free to keep "bugging me" on this thread because I will be coming back to study this again......right now I'm sorting files getting ready to restore my pc ughhhhh so it will be a day or so before I can get back into bryce. Thanks again, Teri R


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