Author Topic: Help with faking a lighting effect  (Read 3592 times)

2024-08-16, 16:25:16
Reply #15

Aram Avetisyan

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An example of wholesome thread :)

Of course having everything in 3d is my preferred method, and it was the obvious choice for me to do (and the easiest I believe), but I decided to freshen up a bit and take the challenge.

Decals are not perfect, as they just project texture/light, they are not blocked by geometry. Having everything in 3d (you just need to have enough, not everything perfectly) and as real-life simulated as possible, is the best; think about changing light direction, animating the sun and opening of blinds, maybe some wind, or a blurred tree/leaves shadow from outside - all of this will be better with lights and 3d blinds.

Remember that it is CG, it just needs to look good/correct, and you just figure out what is the necessary part.
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2024-08-16, 16:33:32
Reply #16

Frood

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Decals are not perfect, as they just project texture/light, they are not blocked by geometry.

Sure, but your example shows how powerful they are, even in situations where you do not think of them immediately. And if there would be some geo "blocking" them, it would just receive the decal as well, looking correctly.


Good Luck



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2024-08-16, 17:48:16
Reply #17

dj_buckley

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How would you recreate the effect without modeling/shading the reality of the environment that's creating it?

...my variant is disqualified because I have 3D-blinds in the scene :) But this is the result. I used your scene @Aram, I hope you don't mind. The advantage may be that you can control sharpness by the light size (while adjusting intensity) and playing around with directionallity offers some interesting effects. And it's the most performant option while rendering.


Good Luck

It's all good, you were always allowed to model the blinds.  I class that bit as the interior rather than the environment ;)