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light test

Lightwave Realism posted on Aug 20, 2003
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Description


I know it's not real looking yet but this was the closest catagory I could find this is a updated version of a image I posted before I changed the light setup and lowered the overall brightness in the room so the light coming through the window would seam to be the only source I'm just winging it any suggestions would be helpful thanks for looking

Comments (4)


mhx-sys64738

12:06PM | Wed, 20 August 2003

Does you have used radiosity? I think no, so small effect are missed. The shadow of balls should be more dark near the ball and less dark far from the ball, also opaque ball must recive some light diffused from the floor (so its dark side became less dark). The little square on the big baal (the reflected image of the windows) should be more bright. The light in a room coming from a small windows and a prodicing a lot of diffuse is one of the most difficult situation to simulate in 3D CG and your work is very good!

)

Void Of Logic

10:27PM | Wed, 20 August 2003

i thought this looked like ya used radiosity lol. if its raytraced, i ususally use a spotlight with a 3k shadowmap, plus i kick up the ray trace optimization (in the render menu) to about 20. Slows things down but does look a bit better. Also if you want to well show more of the light source might try a volumetric spotlight (using sprite/low at first). Looks great from my point of view :)

newsouth

11:44PM | Wed, 20 August 2003

Add shine to floor tile & add red light beam spot to rest on tip of black ball...

)

zapper1977

7:05AM | Thu, 21 August 2003

so how many lights and what were there settings ? I like it, very interesting.


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