21st September 2005, 01:03 AM | #1 |
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Architecture *Lighting* ~HELP.
:idea:
http://www.geocities.com/kramer_arch.../Northwest.jpg http://www.geocities.com/kramer_architects/west.jpg http://www.geocities.com/kramer_arch.../Southwest.jpg :arrow: okay, here is a kitchen, but as u can see it needs something special happening to catch the eye (make it look more "real"). :!: What I was thinking is cone shape lights under the cabinets, (four) on the one by the fridge and (two) on the one on the right (look carefuly and u'll see the little circles where the lights would go). This rendering actualy does have light under the cabinets but they dont show. Im not sure why. :?: Q: What kind of lights should I put here (and what is the code for it). this is the one I put, but did not work: ************************************************** ********** Code:
//LIGHT SOURCE FOR UNDER CABINET light_source { <10.3726, 4.9, -13.8613> //Light position (note: hight of light is at 4.9) *0.2 // light's brightness (*1 = bright) color rgb < 1 1 1 > // light's color spotlight // this kind of light source cylinder // this variation point_at <10.3726, 3.5, -13.8613> // direction of spotlight (note: counter top is at 3.5) radius 5 // hotspot (inner, in degrees)(dont know how to use!) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter(dont know how to use!) falloff 8 // intensity falloff radius(outer, in degrees)(dont know how to use!) } Any input would help Alot, Thanks guys!!! :wink:
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Q:What is my reality. A:A well lighted environment with awsome shading. That is my reality. !B-) |
21st September 2005, 02:50 AM | #2 |
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I don't know about the lights but you should try using Povray's radiosity - see http://www.simnet.is/hildurka/content/tut1page.htm for a nice example.
Lovely model by the way. |
21st September 2005, 10:14 AM | #3 |
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:!: thanx andy, I actualy have that radiosity included in the render, but there are some things that need to be adjusted acording to the example on that page. Im going to try that.
this is what I have: Code:
// radiosity (global illumination) settings global_settings{ max_trace_level 15 assumed_gamma 2 radiosity { brightness 1.5 count 400 error_bound 0.1 gray_threshold 0.0 low_error_factor 0.2 minimum_reuse 1 nearest_count 10 recursion_limit 1 #if (version>3.1) adc_bailout 0.01 max_sample 5 media off normal on always_sample 1 pretrace_start 0.08 pretrace_end 0.05 #end } } thankx again!
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Q:What is my reality. A:A well lighted environment with awsome shading. That is my reality. !B-) |
21st September 2005, 08:23 PM | #4 |
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:shock: BEAUTIFULLLLLLLLLLL!!!!!!!!! just beautifull
Q:Where did you get the marble texture? ohh and keep up the good work :wink: GOOD LUCK FINDING THOSE CONE SHAPE LIGHTS :idea: |
22nd September 2005, 07:00 AM | #5 |
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Fantastic!!! :shock:
Ecxelent work! |
22nd September 2005, 08:48 AM | #6 |
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I got most of the textures from free texture sites. I havent really found a really good site that offers free textures, so I dont remember where I got that one.
this is one link: http://lemog.free.fr/lemog_v5/index.php Just scroll down to textures!
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Q:What is my reality. A:A well lighted environment with awsome shading. That is my reality. !B-) |
23rd September 2005, 02:31 PM | #7 |
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I changed some settings in the radiosity and made some nice improvements to the general light, took, (14hours and 53 mins to finish) but it was worth it.
http://www.geocities.com/kramer_arch...estKitchen.jpg I have not been able to figure out the cone shape lights for under the counter, I think it has something to do with "media effect" so that the "ray" of light can be visable, but Im not sure cause I added a media effect and it looks like it's going to render really nice but it generates a black random area in the image :?:
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Q:What is my reality. A:A well lighted environment with awsome shading. That is my reality. !B-) |
23rd September 2005, 09:33 PM | #8 |
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it's not exactly volumetric cones, but maybe this will help:
http://users3.ev1.net/~povstudy/expose/expose.htm this uses media emissions to create an exlposion effect, but looks like the principles could be adapted to volumetric light cones? This scene is looking *great* so far - good luck getting the lights the way you want them. Dennis |
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