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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: still matters of lighting rooms


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bagginsbill ( ) posted Tue, 17 July 2012 at 6:18 PM · edited Tue, 17 July 2012 at 6:21 PM

file_483951.jpg

Here is another approach. I made four walls and a floor. One wall is half height.

Surrounding all this is my EnvSphere with an outdoor photo mostly of white (overexposed) sky.

There is also an infinite at 15% intensity, and a lot of shadow blur.

The glow you see in the middle is my posing point light. It does not influence the render, only preview.


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bagginsbill ( ) posted Tue, 17 July 2012 at 6:19 PM · edited Tue, 17 July 2012 at 6:19 PM

file_483952.jpg

This is the render. It took very little time - maybe 10 minutes.

 


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Nyghtfall ( ) posted Tue, 17 July 2012 at 11:57 PM · edited Tue, 17 July 2012 at 11:57 PM

BB,

I love the ceiling lights in that pool scene.  Is that an effect caused by the point lights, the sun, or did you turn them into an emitter?


xpdev ( ) posted Wed, 18 July 2012 at 1:10 AM

Hello BB, meanwhile thanks to all and especially to you for the constant explanations.

Your last picture is very similar to the effect that I want to play, the technique you used is similar to what I tried I also, of course I have not received your results, but knowingly exploit your advice.

the problem of this approach is that obviously if you've already built an environment in some cases it is difficult to play, then if you frame the roof, this does not exist.

Poser Pro 2014 SR 1 on Windows 7 64 bit
I use IDL, Gamma Correction and EZSkin for all final renders.


xpdev ( ) posted Wed, 18 July 2012 at 1:17 AM

file_483963.jpg

This is an example where it would not be possible to eliminate the roof and use your EnvSphere for lighting.

This rendering I got it with only two lights.
EnvSphere for external light (but I did not apply any image) and a small light to support the interior of the room.

Obviously I had to work a lot on materials, thanks to your advice and your BBGlossy

Rendered with FF

Poser Pro 2014 SR 1 on Windows 7 64 bit
I use IDL, Gamma Correction and EZSkin for all final renders.


millighost ( ) posted Wed, 18 July 2012 at 3:42 AM

file_483964.jpg

FYI: Here is an example of what i could get with 4 hours of rendering with luxrender (actually i rendered 1 hour wallclock time, but i used a 4 core processor). Practically no textures except for the people. Blackadder presumably used the Octane renderer, which will likely result in a sharper image for the same time (at least with a fast graphics card, which i do not have).


xpdev ( ) posted Wed, 18 July 2012 at 3:48 AM

yes, you're right, I begin to realize that the rendering times are very long to get a fair result

Poser Pro 2014 SR 1 on Windows 7 64 bit
I use IDL, Gamma Correction and EZSkin for all final renders.


Ian Porter ( ) posted Wed, 18 July 2012 at 7:38 AM

Quote - Point light indoors. What's wrong with it?

 

In a real life situation I would expect to see a lot of diffuse light from the lampshade lighting up the room. The lampshade looks translucent but not really allowing light to pass through onto the wall I think.


MistyLaraCarrara ( ) posted Wed, 18 July 2012 at 10:40 AM

Quote - > Quote - Note - poking around in the Python API, I found evidence of path tracing, KD Tree optimizations, and other unfinished goodies.

 

Holy crap! No kiddin? Well, here's lookin forward to PoserPro 2014...lolol. I'll give the D3D Render thing a try. I'm not sure what it all means, but I'll figure it out ;). Thanks. Laurie

 

*p-p-p-*path tracing?  swoon



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ErickL88 ( ) posted Sat, 21 July 2012 at 4:36 AM · edited Sat, 21 July 2012 at 4:38 AM

file_484093.png

I have this fully enclosed room here. Actually it's the primitive box, just scaled up quite a bit. I placed four lamps on the ceiling, each has a point light positioned directly under it.The four point lights are set to 75% intensity each and are having inverse square fall off.

The result is this (attached image, reduced img.size by 50%, to post it here)

While setting the point lights to "constant" attenuation, the room is lit very even ("constant", so to say ^^ ), but with setting them to inv.sqr fall off, there are appearing these brighter splotches.

The render has IDL enabled (the settings are 1500 samples, 8 bounces and IC set to 50)

Is there a way to reduce, or even eliminate the bright areas, with an inv.sqr light setting?



bagginsbill ( ) posted Sat, 21 July 2012 at 6:23 AM · edited Sat, 21 July 2012 at 6:24 AM

The point lights make the prop lamps very bright when inverse square is on. (As it should because they are really close.) Occasionally IDL will "see" one of those with its sampling ray and add the bounced light from the prop making a brighter spot. Mostly it does not.

If the prop lights are a separate prop, untick "Light Emitter" on them and they will not contribute to the lighting. And we don't want them to here anyway - that is why you put the point lights in.

If they are not a separate prop, you can place another prop over the hyper-lit surface, make it black (no reflection of diffuse light), make it invisible to camera, but leave it as an emitter. It will block the light from the point lights hitting the prop lamps.

 


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ErickL88 ( ) posted Sat, 21 July 2012 at 1:13 PM

file_484108.png

Aaah ... and suddenly it all makes so much sense!

Thanks for the explanation.

Same settings as above, with just unchecking the light emitter option in the lamps properties solved it all. :D



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