Forum: Poser - OFFICIAL


Subject: How do I simulate torch light in an inclosed space?

75oroboy opened this issue on Apr 02, 2013 · 26 posts


seachnasaigh posted Sun, 07 April 2013 at 10:49 PM

     Thank you, friends!  ^^     The torch is now up, in the freestuff area.  :)

     Mea culpa - I erred;  corrections follow!  Cameron finished a test render using a supplementary point light for each torch, and I saw splotchy IDL artefacts, which I suspect are due to some interaction between the point light and the -very close- flame or emitter surface.  I moved the point light a bit to avoid mesh contact, and the artefact disappeared.  So, disregard the coordinates for point light placement which are in the ReadMe and the metadata.  Instead, load a torch into the scene (don't move it yet), create a point light (unsaturated yellow-orange color), and place the point light at X=0, Y=0.775, Z=0.230     Parent the point light to the torch.  Now you can place the torch wherever it needs to go.

pt lt.

     Self-luminous meshes cast light, but they it lacks specular highlights.  Using both an IDL emitter mesh and a point light gives better results than either method used alone.  Mesh lights spread light more like a real world object (even a light bulb does not emit light from a single point);  point lights add specular highlights and can boost the strength of your mesh light.  Specular adds a sense of depth to the shape of 3D objects.  Here are new test renders with a point light added to each torch:

Tomb Raider.     torch closeup.

 

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5