Forum: Poser 13


Subject: Brain fart: positioning a light inside an object

Rhia474 opened this issue on Jun 09, 2023 ยท 45 posts


shvrdavid posted Mon, 12 June 2023 at 10:30 PM

You seem to have missed the point of my light setup, and I did not explain some very important features... 

Most people do single frame renders, but these work for something else as well.

Have you ever done lighting in an old game engine that fakes GI with a ton of point lights?

What happens when you pan out in the preview engine? Or turn a corner into a long section of the map?

Yep, you see hundreds of white blobs, everywhere... You might be able to see part of the scene thru all those lights, but probably not.....

Panning back just a little.... Darn, I still see 2 lights.... I could alter the settings and position, and you would never see them in that camera path.

You can still see two lights in this render, which obviously are not blocking anything in this scene because they are small and there is nothing behind them to block....

Pan back a bit more more? 

Poof, nothing is blocked by any white blobs. It would be far worse with a big soft light, like a huge area light.... 

One light could block the whole screen and since I can't preview this, I might get a white render of lights....

Now look at the floor in the last render, how many lights are there? There are more than 2 shadows, far more... Where are all the lights?

All the prop lights here are using my magical disappearing light shader.... The one I shared without writing a book on what it is actually capable of...

Your simple shader will work well for many things, and I sometimes use that exact same setup. And there is nothing wrong with that, if that is what your after.

Mine works for others, like seeing what your actually doing from a distance, versus white everywhere..... (still praying for a live GPU or Embree preview in Poser)

You can unplug the transparency from my shader, and the light part remains unchanged, except for the transparency toggle, and other functions you didn't think about......

Many light path options above Ray Length are turned on when you back away, without ever using them..... The Ray Length is doing multiple light path functions and one transparency, with one transparency node.... Make the light transparent, you don't have to render many of the other light paths from a visible light......

There is a method to my madness.....

And in this case, it came from designing game levels, hiding the lights, and not killing the system by forcing it to render things you will never see...

It works perfectly in Superfly too..... Could you tell there are no reflections (or any other light path things that should be there if you could see the lights) in second render?

Probably not, and you don't need to waste time rendering them at that distance either. Both those renders took mere seconds on a RTX 2060. 

People should use whatever setup that works for them, no argument there. But you missed a few things about my shader.....



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