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.
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:
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