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New attempt
This is my latest try at copying a scene that was made by another member. I am fascinated at trying to reproduce the "fire flicker" without actually having to program an animation. The light scattering is excellent, and talk about the ambiance!
Hopefylly Puybaret, and db4tech doesn't tear my head off for suggesting this, but would it be possible to maybe program the fireglow to weaken or scatter more the further it gets away form it's source? That might reproduce better the flicker shadows of fire. But even so, the lighting is amazing for so short a time working on developing it.
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[Edit 1 times,
last edit by whippetsleek at Sep 10, 2010, 9:48:50 AM]
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Re: New attempt
Nice render!
I haven't seen any parameters, to adjust a photons rate of decay, except for settings to control how many times a photon bounces. Used for ambient lighting.
Thinking about it further. In real life, the only thing that affects a light rays rate of decay (before hitting a surface) would be dust/smoke particles in the air or other scattering anomalies. I haven't seen any method for Sunflow to produce volumetric effects. It's one of things I was hoping we would be able to add, to produce catherdral lights (visible rays of light passing through the air)
Another member.
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[Edit 1 times,
last edit by db4tech at Sep 10, 2010, 5:16:08 PM]
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Re: New attempt
Nice render!
I haven't seen any parameters, to adjust a photons rate of decay, except for settings to control how many times a photon bounces. Used for ambient lighting.
Thinking about it further. In real life, the only thing that affects a light rays rate of decay (before hitting a surface) would be dust/smoke particles in the air or other scattering anomalies. I haven't seen any method for Sunflow to produce volumetric effects. It's one of things I was hoping we would be able to add, to produce catherdral lights (visible rays of light passing through the air)
Another member.
Ah, well it was worth asking, though like I said, you guys have done a great job so far. Though you are going to make people's wishlist even longer by mentioning visible light rays! I know mine just got a little longer.
Here is another attempt trying to cut down on the background light from what was used to light up the "moon"
I think I am getting too much bouncing light from outside the window?
EDIT:
I had to go back to a darker sky in order to cut down on the light that would bounce back into the room, in order to make the fireglow look more realistic. And once again this was shown to me by another member... specifically db4tech...
Why does a light sky cause alot of light to bounce around? Ambient light should be almost nil with the add sunlight button unticked?
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[Edit 1 times,
last edit by whippetsleek at Sep 10, 2010, 9:46:24 PM]
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Re: New attempt
When using a texture for the sky, the amount of ambient light produced is relative to how bright the sky texture is, whether 'Add sunlight' is ticked or not. 'Add sunlight' just adds a very large distant sphere light to simulate the sun while using a sky texture.
There is a way ambient light could be switched off between certain hours, by setting the samples to 0 but this would require reading (the following values and) one of Emmanuel's special algorithms, possibly using an 'if' statement?
Doing so would only switch off the ambient light, the sky brightness would stay the same, seeing as in real life there is almost always some ambient light, this could produce an unnatural looking render.
Other ideas, I think built-in image manipulation would be too time consuming, plus there are lot of open source programs able to do this easily.
So to sum up: Darker sky textures will always produce less ambient light (no matter what time is entered) so the best advice for anyone is, choose or make a sky texture, that represents the desired look you hope to achieve in the final render.
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Re: New attempt
I forget sometimes that every thing has to be calculated and programmed, and is an imitation of "real lighting" instead of the almost endless variables of actual light. *wry grin*
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