Author Topic: Boost light interference?  (Read 12847 times)

2013-03-09, 14:48:05

streamline900

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Hi:)
Boost light interference. (could be wrong terminology)
it's may be a fakie. May be gradient... By density of light?

For example:


I think it will be useful,because Many interiors,
especially with no windows and external lighting
look gray or colorless.

This approach will help to make the image more interesting.
« Last Edit: 2013-03-09, 14:57:49 by streamline900 »

2013-03-09, 20:45:17
Reply #1

maru

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This doesn't happen in real life, right?
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2013-03-09, 20:48:20
Reply #2

Ondra

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I don't get what it is....
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-09, 20:56:56
Reply #3

Polymax

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If in the interiors (without daylight) use the light with different colors, it will more fun :).
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2013-03-09, 21:26:02
Reply #4

streamline900

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Yellow - Orange (yes,for fun:)

« Last Edit: 2013-03-09, 21:32:09 by streamline900 »

2013-03-09, 21:46:08
Reply #5

ecximer

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maybe I do not understand something?
is not it?
sorry for my english

2013-03-09, 21:49:04
Reply #6

iliyang

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Do I understand correctly that you want to essentially texture the directional emission of the light sources? All renderers already provide texturing the radiosity at any point on the light source surface. What streamline900 seems to want is the ability to also control the radiance emission at each point, i.e. the directional distribution. As far as I know, IES profiles only texture the intensity, not the color, right? I guess this could be achieved by attaching a (hemi-)spherical map to the light source. I find this a pretty reasonable feature request, and I can imagine that interesting results can be achieved with this. Does any other renderer have such a feature?
« Last Edit: 2013-03-09, 21:53:11 by iliyang »

2013-03-10, 08:47:50
Reply #7

Polymax

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I think in other renderers such either. And in the real world this does not exist, at least in the normal environment.
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2013-03-10, 09:17:21
Reply #8

streamline900

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The point is not that In real world this does not exist.
This is needed for the same, for which people use HDRI.
I think you will agree that the reality is different from the rendering.

No matter Fake it or not, the main thing is the result.

OK. In principle, and so, so good.

Continue to testing:

2013-03-10, 09:43:58
Reply #9

Polymax

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I agree, that if there are additional art tools is only a plus. But, I think that you first need to finish the base.
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2013-03-10, 09:48:19
Reply #10

streamline900

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I absolutely agree.

2013-03-10, 10:52:55
Reply #11

maru

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No matter Fake it or not, the main thing is the result.

Keymaster doesn't like fakes, Corona is intended to be as physically correct as possible. You can do such stuff in post, right?
Marcin Miodek | chaos-corona.com
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2013-03-10, 12:28:15
Reply #12

Ondra

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I still don't know what am I looking at....
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-03-10, 13:23:42
Reply #13

maru

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From what he posted it looks like some kind of tone mapping (gradient mapping?) - light's colour changes with it's intensity. I think the only situation when this happens in real life is when there is some kind of coloured ambient light and a directional light that mixes with it.
Marcin Miodek | chaos-corona.com
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2013-03-10, 13:44:08
Reply #14

Ludvik Koutny

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How is this feature called in other renderers?

2013-03-10, 13:57:08
Reply #15

lacilaci

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Well, I think what you all guys talk about is pretty much a white balance problem. And the possibility to render out light with less temperature reflected on objects further away as it has on objects closer to the source?? Am I right??

2013-03-10, 15:13:29
Reply #16

Nik

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How a light wave can change its length depends on distance from the source? Am I stupid or this is a physical madness?
Every light have a temperature, it means every light have some wave lengts that constant in space, even on very high distance. Wavelenght may change when light source is moving, but still it's not affected by distance at all.

In other words - light temperature can't change at distance from the source. This is some kind of fantasy behavior of a light, maybe for artistic purposes... I don't know.
Really, you can get anything just with temp of light

2013-03-10, 15:54:43
Reply #17

iliyang

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It is not a hack to texture the directional emission of a light source. It's the same thing that IES does, but generalized to the full spectral emission, not just the intensity. Now, making emission dependent on the distance from the light is a hack.

2013-03-10, 16:26:53
Reply #18

Polymax

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It's about art tools, in reality, the physics of light so not working.
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2013-03-10, 18:58:46
Reply #19

Ludvik Koutny

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I would still like to know how is this feature called in other renderers, so i can investigate how it works...

2013-03-10, 19:26:17
Reply #20

Nik

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It seems no one knows anything about such a feature in other renders :)
IES photometric profile doesn't do that thing. It even doesn't contains temperature of light, correct me if I'm wrong

2013-03-10, 19:50:15
Reply #21

Polymax

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It seems no one knows anything about such a feature in other renders :)
IES photometric profile doesn't do that thing. It even doesn't contains temperature of light, correct me if I'm wrong
You're right!
Corona - the best rendering solution!

2013-03-11, 11:23:23
Reply #22

maru

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This could happen when you have light bulbs with coloured/reflective frames (like halogens).

Maybe what he means is simply projector maps?
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2013-03-13, 16:59:49
Reply #23

Captain Obvious

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I would still like to know how is this feature called in other renderers, so i can investigate how it works...
It's basically just light texturing. Whether or not it has a name kind of depends on the renderer. Not all software supports this kind of effect. It's potentially very useful, but it's not strictly speaking realistic.

2013-03-13, 17:20:35
Reply #24

Polymax

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It's basically just light texturing. Whether or not it has a name kind of depends on the renderer. Not all software supports this kind of effect. It's potentially very useful, but it's not strictly speaking realistic.

Light Texturing along Light Distribution?
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2013-05-30, 21:47:17
Reply #25

Ondra

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Such kind of things will have to wait for some Shading API
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)