Author Topic: Ideas for a realistic spherical light  (Read 3499 times)

2017-02-13, 16:23:38

SharpEars

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When one creates a spherical or disc light and that light is directly visible or gets reflected off of a very smooth reflective plane (or sphere) the light looks like a uniformly bright circle having one blown out color (e.g., white). This is because light emanates from the polygons that form the surface of the spherical light along their normals. So, I get something like this:



Another example with a disc light, which is completely blown out along its entire surface area. Notice also the very tight blown out reflection of the light on the ground. There is a little bit of high intensity falloff, but not much. The majority is low intensity falloff. But, in any case, the light shape itself when seen directly through the camera is solid white:



What if I want a spherical or disc light source of say six inches in diameter, but only want a one inch diameter sphere (circle for disc) inside of it to generate the vast majority of the light. Over the remaining five inches towards the surface (edge), the light should decay in brightness when seen in a reflection, basically forming a spherical (circular) gradient from a one inch hot spot in the center to just a light glow at the six inch point at the surface (edge). The entire light sphere/disc should be visible in a mirror reflection as a circular gradient - I am not talking about a simple point-light falloff here.

For a spherical light, I could put a one inch bulb into a six inch (smoked) glass sphere (hollow or solid), but this would probably astronomically increase render times, cause a crap-ton of noise in the render, generate undesired internal reflections and GI (maybe?) if the sphere is hollow, not to mention any issues stemming from the fact that the material may overlap (in the case of a solid sphere) the light source. So, as far as I know this is generally frowned upon as a viable solution. I don't even have bad ideas for what to do with a disc light to get a light gradient.

So, what are some ideas for accomplishing this in a reasonable manner with Corona?

Here is a not so great sample image. The highlight in the middle is a little too tight and the light decay does not reach the outer part of the bulb like I want, but you get the idea:



Taken to the other extreme, a nice gradient decay from a central hot spot which in this case is too small:

« Last Edit: 2017-02-13, 16:49:22 by SharpEars »

2017-02-13, 16:35:17
Reply #1

Ludvik Koutny

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Just put small sphere light inside of modeled light bulb sphere, which has some translucent material, and then make sure to plug that translucent material into all slots of CoronaRaySwitchMTL except GI slot. Leave GI slot empty. You will get what's on the picture without any increase in rendertime :)

2017-02-13, 16:50:44
Reply #2

SharpEars

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Just put small sphere light inside of modeled light bulb sphere, which has some translucent material, and then make sure to plug that translucent material into all slots of CoronaRaySwitchMTL except GI slot. Leave GI slot empty. You will get what's on the picture without any increase in rendertime :)

What type should the translucent material be? CoronaMtl? Bitmap with alpha? What? I am reading about it at: https://coronarenderer.freshdesk.com/support/solutions/articles/5000529341-what-is-rayswitch-material-map- and a simple CoronaMtl is used to fill the slots.

Also, when you say modeled light bulb sphere, are you talking about a hollow sphere with thickness, a hollow sphere that is thin, or a solid sphere that overlaps the light sphere? If the sphere is hollow, reflections should probably be turned off as well, right, if I don't desire any?

Perhaps a simple example of such a material showing all settings in the 3ds max Slate Material Editor would be really appreciated.
« Last Edit: 2017-02-13, 17:00:16 by SharpEars »

2017-05-05, 16:33:32
Reply #3

maru

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Sorry for the delay here, but I think some users may still find this useful.
Here is what I think Ludvik originally intended.
I am attaching an image and also a Max scene.
In my example the "translucency" is actually a glossy refraction, but you can use virtually anything you need to get the effect (including opacity, translucency), since the bulb material is excluded from GI, so it should not really affect rendering time.
Marcin Miodek | chaos-corona.com
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