Author Topic: Cutoff for light rays  (Read 16232 times)

2014-04-17, 13:34:43
Reply #15

Ludvik Koutny

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1, do not use Bidir, it is not production ready, and will not give you any benefit in this kind of scene

2, Use CoronaMTL with self illumination for those things, like that light surface animated by distance, CoronaMTL, not CoronaLightMTL, and NOT CoronaLights

3, The example with Bidir/VCM you posted shows clearly, that there is absolutely no reason to have so many lights... You can super easily just paint this as a self illumination map.

4, This is not Corona related problem. This is workflow related problem. If you will keep making difficult scenes without thinking how to optimize them, every single renderer will fail at some point.

2014-04-17, 14:51:11
Reply #16

Siahpoosh

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1, do not use Bidir, it is not production ready, and will not give you any benefit in this kind of scene

2, Use CoronaMTL with self illumination for those things, like that light surface animated by distance, CoronaMTL, not CoronaLightMTL, and NOT CoronaLights

3, The example with Bidir/VCM you posted shows clearly, that there is absolutely no reason to have so many lights... You can super easily just paint this as a self illumination map.

4, This is not Corona related problem. This is workflow related problem. If you will keep making difficult scenes without thinking how to optimize them, every single renderer will fail at some point.
thanks a lot Rawalanche , also i posted 2 other images on my post check them.
each of this light have animated color ( its an motionGraphic project) ,  i made an scripted plugin for change multiplier of coronalightMtl based on their distance to camera , now render is much faster than before but i cant blend materials in corona like other render engine , for example i want to add a mask for forground and background , forground will be coronallightMTL and background will be selfillumination objects . but its doesnt work for me !

2014-04-17, 15:33:38
Reply #17

Siahpoosh

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and another question why i cant increase selfillumination multiplier higher than a value ? for example i got same result between 100 and 1000 multiplier !

2014-04-17, 15:39:36
Reply #18

Ludvik Koutny

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and another question why i cant increase selfillumination multiplier higher than a value ? for example i got same result between 100 and 1000 multiplier !

It's due to the max sample intensity clamping...  It's not sampled as a light, but just as a material. Increasing MSI value will make your rendertime a bit longer though. As i said, do not use self-illum as a key light source in your scene.

2014-04-17, 15:45:44
Reply #19

Siahpoosh

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and another question why i cant increase selfillumination multiplier higher than a value ? for example i got same result between 100 and 1000 multiplier !

It's due to the max sample intensity clamping...  It's not sampled as a light, but just as a material. Increasing MSI value will make your rendertime a bit longer though. As i said, do not use self-illum as a key light source in your scene.

thanks a lot , is there any solution for blending coronalightMtl and coronalMtl via map?

2014-04-17, 19:53:24
Reply #20

Ludvik Koutny

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and another question why i cant increase selfillumination multiplier higher than a value ? for example i got same result between 100 and 1000 multiplier !

It's due to the max sample intensity clamping...  It's not sampled as a light, but just as a material. Increasing MSI value will make your rendertime a bit longer though. As i said, do not use self-illum as a key light source in your scene.

thanks a lot , is there any solution for blending coronalightMtl and coronalMtl via map?

Why would you do that? It would be very unstable and also slow...

2014-04-17, 21:03:54
Reply #21

Siahpoosh

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i made an scripted plugin based on vertexColor , it make a mask based on distance from each object light to camera , with that mask i can separate coronalightMTL(for keylights) and self illuminated object in background for visible directly , i found coronalightmtl sample is base on multiplier , if u set multiplier to 0 your light will be turn off , so with distance mask created i can turn on or off coronalightMTL objects and also control light sample . my rendertime is faster to 10x with this solution.
the only problem is there is no multilayer shader for corona .