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Sweet Home 3D Forum » List all forums » » Forum: 3D problems » » » Thread: Floor Rendering Problem » » » » Post: Re: Floor Rendering Problem |
Print at Dec 19, 2025, 8:15:05 PM |
| Posted by Puybaret at Dec 19, 2010, 7:27:36 PM |
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Re: Floor Rendering Problem cyrano, wrosun, the standard renderer dialog uses all the parameters available in the advanced rendering plug-in dialog, but these parameters are displayed differently, that's why I'm not in the mood to maintain the advanced rendering plug-in. In case you didn't follow how the standard renderer changes in version 3.0, here's a sum up of the changes and improvements: - User interface controls for size, lens, quality, date, hour and default ceiling lights are displayed in the same dialog. - User interface controls for time zone, longitude, latitude and north direction are displayed in the compass modification dialog. The time zone, longitude and latitude are not the ones of Paris by default anymore, but the values matching the main city in the time zone of your computer. - Lamp lights are turned on depending of the power set on each light source or lamp with its modification dialog or its power indicator. - Sunlight is always active during daylight. The color of its rays depends on its location in the sky, with a warmer color at dawn and twilight. If you really don't want the sun, use a night time with a texture for the sky, or add an object in the scene that will hide its rays. - The shininess of walls, floors and ceilings can be set individually on each wall, floor and ceiling with their modification dialog. You can also set the shininess of each piece of furniture. Keep in mind that Sweet Home 3D let you modify the shininess (or an other attribute) of a group of items, if you select them first and use the Modify menu item matching the type of object to modify. - The shininess rendering is always set to glossy at the 3rd quality level and to silk at the best quality level. If you prefer glossy with a better quality, create a larger image (at least twice larger), then downsize it with any image software, that should give the same effect as in the plug-in. - Light angle used to control brightness is replaced by the much more logic light power attribute available on each light. - Glass transparency computation was an option in the plug-in because it didn't work in some cases. Now glass transparency is always computed, but doesn't use caustics anymore which are slower to compute and didn't work all the time. If you look at the images in this message, you'll see that caustics are more realistic, but I hope you'll agree with my answer to db4tech stating that Sweet home 3D is for interior design purpose first. Therefore I prefer that users can see a light reflect in windows with the new transparency algorithm. Even if it's still not perfect, the standard renderer supports also colored transparent glasses, textures with transparency, ambient occlusion to avoid too dark shadows in some cases, and manages better the lights included in lamps. ---------------------------------------- Emmanuel Puybaret, Sweet Home 3D creator |
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