Aldaron opened this issue on Sep 07, 2004 ยท 22 posts
Aldaron posted Tue, 07 September 2004 at 7:27 PM
Attached Link: http://www.wolfiesden.com/bryce/tut/old/adv-lighting3.html
Aldaron posted Tue, 07 September 2004 at 7:32 PM
Aldaron posted Tue, 07 September 2004 at 7:36 PM
Simulated this by using a sphere of 66 radials the size of the glass. Then the glass ambience is set to 100%. Transparency can control how much light is let through, I left it at 100% transparent.
Notice the softer shadows.
Render time 22:22
Message edited on: 09/07/2004 19:37
drawbridgep posted Tue, 07 September 2004 at 7:40 PM
Interesting experiment. How about doing the first single radial again, but set it to have softshadows? So we can compare render time and effect?
Aldaron posted Tue, 07 September 2004 at 7:41 PM
Aldaron posted Tue, 07 September 2004 at 8:04 PM
1 radial set to 50% softness
Render time 7:35 Given the time difference perhaps a single radial set to soft shadows would be better and achieve the same thing.
Message edited on: 09/07/2004 20:11
Aldaron posted Tue, 07 September 2004 at 8:26 PM
Did another render this time with the shadow setting to 25 to get closer to the shadow softness of the frosted light. Render time increased to 10:35 So the softer the shadow the faster the render it seems.
Slakker posted Tue, 07 September 2004 at 8:28 PM
The soft shadow setting appears to look much better than the 66 radial setup. just my two cents. And also, the Sunlight on a clear day tends to radiate from a "single" point and thus gives very sharp, defined shadows.
Aldaron posted Tue, 07 September 2004 at 8:33 PM
Attached Link: http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm
Aldaron posted Tue, 07 September 2004 at 8:36 PM
True Slakker I forgot to mention that. The sun even though the light is actually emitted from it's surface (some millions of square miles) it is so far away the light might as well be coming from a sigle point and that light is paralell.
Aldaron posted Tue, 07 September 2004 at 8:39 PM
Aldaron posted Tue, 07 September 2004 at 8:43 PM
In conclusion with the current Bryce to get realistic play of light will take a lot of lights and an enourmous amount of render time. I would love to see besides the faster render time that AS says DAZ has planned. The ability of Bryce to do actual radiosity and actually bounce light several times off of objects. I would also like to see a material setting to set the amount of light that material reflects back into the environment. Black surfaces would reflect very little to no energy back into the environment while white ones would reflect maybe 95% back (some is always absorbed by the material).
PJF posted Wed, 08 September 2004 at 7:15 PM
Interesting thread, Aldaron. I think you'll find that the render time estimate given by Bryce for your TA scene above is a big underestimate. I've noticed with the advanced render options in Bryce5, particularly True Ambience, that the final pass takes an absolute age compared to prediction in complex scenes. I'm currently rendering a scene that was predicted to be about 12 hours, but will actually be more like 36 hours. In your scene you have about 450 shadow casting lights. This is really asking for trouble with True Ambience, and I suspect the render would actually take several weeks to complete. But the main benefit of using True Ambience is to reduce the number of lights needed to fake light bouncing (light arrays and such like). Using the two together misses the point of both, and combines the worst of both worlds. I believe that True Ambience is designed to achieve a similar job to what radiosity engines are designed to achieve, although the specifics of the process are different (and not as effective). I know my views are not popular amongst the forum 'heavyweights', but I maintain my position with good reason. I'll post more on this in a couple of days. As regards materials behaving in the manner that you mention in your last post, Bryce already has them. Under True Ambience (suitably set up) darker materials 'reflect' less light than lighter ones. Black will 'reflect' nothing; white will 'reflect' the most of all.
Aldaron posted Wed, 08 September 2004 at 7:57 PM
True PJF but it doesn't "reflect" it back into the scene far enough. The falloff is way too short. Another point is yes I could probably reduce the number of lights needed but not sure I would get the same effect and probably more banding (which you can't see in these renders). Don't get me wrong, I like TA a lot it just doesn't do enough of what I want. I want light to bounce several times and not just in certain circumstances like you thread that you posted some time ago (which I have yet to reproduce). I'll be putting up a render soon of the tube light with a lot fewer lights and soft shadows and compare it to the above.
Aldaron posted Wed, 08 September 2004 at 8:28 PM
Ok here is a tube light using only 3 radials set to 50% soft shadows. If I remember correctly Bryce 4 doesn't have soft shadow settings? If so then obviously those with Bryce 5 will want to use lights with soft shadow settings. Render time 9:42
Aldaron posted Wed, 08 September 2004 at 8:28 PM
diolma posted Thu, 09 September 2004 at 5:39 PM
Aldaron - actually, the sun is NOT a pin-point source. Try this experiment: Go outside on a bright, sunny day, when the sun is at an appreciable angle from the vertical (ie, not local noon). Stand somewhere where you can see your whole shadow. (If that happens to be the middle of a road with lots of fast traffic, I suggest moving the experiment elsewhere..) Now look at your shadow. Near the feet, the shadow will be crisp. As the shadow "moves" up the body it will get less distinct. The further away the surface that recieves the shadow, the less distinct... This is because your body is being hit by light rays from across the whole surface of the sun. Since ALL those rays are straight (not parallel - just straight), where they overlap after passing beyond the your body's edge, the amount of shadow is reduced. Plus, of course, the atmosphere spreads light around too. Which latter is something that many sci-fi artists forget: they are told that "in space (or on the moon) shadows are crisp, because there's no atmosphere". Not so. Although there's no light scattering from atmosphere, if the light source is close enough to be discerned as a disk, there will be shadow softening. The contrast will be much greater though. Errm... I'm rambling.. I'll shut up now... Cheers, Diolma
lordstormdragon posted Fri, 28 January 2005 at 10:18 PM
PJF posted Sat, 29 January 2005 at 7:15 AM
Wow, a real blast from the past. Proves that ebots will haunt you forever. "We were able to make light bounce with TA, but since there are no TA LIGHTS, per se, it is nearly useless as a tool..." While TA can't help in bouncing hard light off of mirrors, it is far from useless. It "bounces" diffuse light quite well, and in this context all Bryce lights are "TA lights" since they can all provide the initial "energy". True Ambience was only partially developed when Bryce5 was released, and there are quite a few problems with how various objects and surfaces react to it (non-smoothed polygon meshes being notorious). If DAZ can fix those (or some) for Bryce5.5, then True Ambience may see more action. "who I consider a "heavyweight", regardless" If you're calling me a fat git - you're right.
Aldaron posted Sat, 29 January 2005 at 11:08 AM
Attached Link: http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm
BTW if you wondered where I got the idea for the room.....^Aldaron posted Sat, 29 January 2005 at 11:46 AM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1445452
LSD, check this thread then tell me Bryce can't bounce light :)lordstormdragon posted Sat, 29 January 2005 at 1:00 PM
"experimented heavily in True Ambience and the like... We were able to make light bounce with TA, but since..."
Now let's see ya render an animation with this effect? Not gonna happen... Good to see you still alive, PJF! What have you been up to, anyway?
Message edited on: 01/29/2005 13:02