LumenRT Training Needed - Willing to pay.....
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@d12dozr said:
What if you put the point light inside the luminous material, so you get shadows and the frosted light bulb effect?
Thanks d12dozr
I have also tried that. When I scale the point light down small enough and insert it into the luminous material the luminous material blocks the point light from escaping and does not create shadows.
It seems like the point light treats the luminous material as a solid object.
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@olishea said:
This is a great thread and very generous of Solo to help out. Amazing forum work.
I agree olishea.
I am very grateful to solo for the help. I also upgraded my membership from free to premium as a way to show thanks to SketcUcation and support these forums.
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@jawsnaz said:
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I have also tried that. When I scale the point light down small enough and insert it into the luminous material the luminous material blocks the point light from escaping and does not create shadows.It seems like the point light treats the luminous material as a solid object.
Ok, what if you paint the inside of the luminous material with a transparent material? I don't have LumenRT 4, or I'd try it myself...
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@d12dozr said:
@jawsnaz said:
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I have also tried that. When I scale the point light down small enough and insert it into the luminous material the luminous material blocks the point light from escaping and does not create shadows.It seems like the point light treats the luminous material as a solid object.
Ok, what if you paint the inside of the luminous material with a transparent material? I don't have LumenRT 4, or I'd try it myself...
OK. I tried to paint the inside of the sphere with the luminous material with no change to getting the shadows but that idea worked somewhat. We are getting closer.
Here is the sphere with a point light in it.
The outside and the inside of the sphere are painted with LumenRT Materials - Translucent / Frosted Grainy Glass with the LumenRT - Point Light / Incandescent / 10,000 lumens scaled down and inserted into the sphere.
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OK. So here is my latest go at it.
I painted the light bulbs with Luminous material and created a point light just below the light bulb. I get the glow of the luminous material and I get the light pattern I am looking for.
What do you guys think?
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That works.
The question I have is are you having fun?
If yes, then you are doing it right.
So what else can I help with, I am around but distracted due to the silly season, so ask away and I'll jump in as I can.
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@solo said:
:thumb:
That works.
The question I have is are you having fun?
If yes, then you are doing it right.
So what else can I help with, I am around but distracted due to the silly season, so ask away and I'll jump in as I can.
Answer is yes. I am loving it! It is much easier to learn with your help. At least you can point me in the right direction so I am not floundering around aimlessly. Thank you!
Next would be general ambient light. Is there a setting to bring up the general brightness so that it isn't pitch black in the areas that are not being illuminated by light sources?
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@unknownuser said:
Next would be general ambient light. Is there a setting to bring up the general brightness so that it isn't pitch black in the areas that are not being illuminated by light sources?
Do you have a scene in particular? interior or exterior?
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I am still playing around with the lighting but here is a couple of pictures.
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One suggestion would be to use a night time HDR image.
Looking good so far.
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@jawsnaz said:
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I painted the light bulbs with Luminous material and created a point light just below the light bulb. I get the glow of the luminous material and I get the light pattern I am looking for.Nice solution. Fire looks great too!
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OK solo. So when you get back from enjoying the "silly season" as you call it lol, maybe you can walk us through using a HDR image.
I am self-taught and have zero computer art schooling so HDR is a new term for me. I looked it up. Thanks for the point in the right direction again.
This is very interesting.
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in a larger dynamic range. This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with the more simplistic lighting models used.
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@d12dozr said:
@jawsnaz said:
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I painted the light bulbs with Luminous material and created a point light just below the light bulb. I get the glow of the luminous material and I get the light pattern I am looking for.Nice solution. Fire looks great too!
Thank you.
I am starting to understand the concept behind this software and that is helping me anticipate what it will do.
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Nice work guys! I love this software. So fast with amazing results. I do all my rendering with it now.
One quick suggestion- add some lights under water in the sidewall of the pool. LumenRT works some magic with water.
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@unknownuser said:
Nice work guys! I love this software. So fast with amazing results. I do all my rendering with it now.
One quick suggestion- add some lights under water in the sidewall of the pool. LumenRT works some magic with water.
Thanks!
I have been trying every thing I can think of to get my pool to light up. I have lights in the pool in my render that I posted in this thread earlier but the water looks black. If you look, you will see that the lounge chair sitting in the water is illuminated from under the water. I have placed point lights in multiple locations inside the pool, I have also place directional lights with not much luck. I have sent this backyard model to the guys at LumenRT and with no real response. I have tried creating the water with a flat surface and as a solid block. I have used the LumenRT "pool water" and the standard SU "pool water." I'm sure I am missing something simple along the way.
Do you have any ideas?
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