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BryceTalk (Tues) Bryce Lights
July 6, 1999
Part 1 of 4
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BryceTalk (Tues) Bryce Lights, July 6, 1999

AuntiAlias: We have a LIghting Round Table discussion panel here!

FSUGary: what are you writing it in?

I could possibly help if you need

Journeyman: Visual Basic

FSUGary: ahhh

Rivak: we're nowhere pb

Journeyman: nope, should be ok

FSUGary: cool

ok, offer stands :)

AuntiAlias: Journeyman, the master of Volumetric lights, is with us, and Clay, the crazed Bryce-till-you-drop artist, is with us, too!

Journeyman: it will be a little bit slow (ten seconds for your waves)

hey hey

Clay: heheh

Rivak: we're prepping for the discussion... ie coffee

Journeyman: now there is a title

AuntiAlias: So... let's get underway!

MacGuru: lets

FSUGary: <takes a gulp> READY!

poserbryce: I am the, uh, what is my little long nickname, aunti?

AuntiAlias: How about, to start... we all can toss out ideas/questions/topics for lights that you came here to learn more about...

poserbryce: LET THE GAME!, UH, LIGHTS....BEGIN!

AuntiAlias: that way we can tailor our discussion to thoser topics

Schbeurd: Hello there

Rivak: uh yeah

?

Journeyman: we need to show our galleries

poserbryce: NO!

NO!

AuntiAlias: Right, we'll do that in a moment....

Rivak: why do lights take so damn long to render?

;)

poserbryce: too many links will get posted, i will go NUTS! CRAZY!

AuntiAlias: Good question.. keep 'em coming!

poserbryce: (not that i already am)

Journeyman: want me to jump in any time?

AuntiAlias: Anything else you want to know about lights?

Ringo: the more lights in a scene longer render times.

MacGuru: I can never get anything to light properly!! I just need some tips...

poserbryce: yes. . .

AuntiAlias: We're gathering requests for lights first off...

Journeyman: ok

Ringo: and if you put them infrom of a mirror good luck.

sorry.

AuntiAlias: then we'll have our esteemed discussion panel jump in with our examples and then start dishin' dirt on lights

poserbryce: is there a way to get rays coming out from the center of a light? besides using a volumetric world? does that make sense?

Purusha: I always get around to reading the manual... I would like to hear anything that I am not likely to learn there about lights - and any advanced techniques...

AuntiAlias: k.. good question.. keep em coming... keep em coming....

george: bye!

poserbryce: when r we gonna answer tthem?

Rivak: i have an answer to that...

AuntiAlias: patience, poserbryce.. we'll get to them all in time. We usually take 1-2 hours for these chats, so we'll cover the answers in time... : )

poserbryce: i have about 45 minutes

JPSullivan: Ditto . . . Manual Free Tips Are Always Nice. The Terrains Discussion Was Like Reading Part Of The Manual All Over Again . . .

Rivak: heh 2 hours? more like 3

FSUGary: yeah more like it :)

FSUGary: Id like a few tipe possibly on making interior lighting look more natural, rather than like a flood light :)

tips ...errgg

MacGuru: yeah

AuntiAlias: I"m copying and pasting all these requests to another window so I have a single list! : )

FSUGary: seee ... caffeine isnt working yet!

poserbryce: i am making a scene with lise lebel that uses complicated lighting among other things, it is not complete, but would you like me to upload what we have so far everyone? i think it looks pretty cool so far. . .

FSUGary: sure

MacGuru: go for it...

AuntiAlias: sure, if you have a link for us, we can discuss it.. : )

poserbryce: okay, i will upload it in a couple minutes. . .

AuntiAlias: JP, re: terrain thing.. and reading the manual all over again.. was that a good thing or a bad thing?

AuntiAlias: Okay... here's what we have so far...

why do lights take so long to render?

AuntiAlias: I want tips

Journeyman: ok

AuntiAlias: rays from the center of a light

Rivak: heh

AuntiAlias: tips on interior lighting

JPSullivan: Actually, it was good for reinforcement, and the tiling thing was news to me. (It was a good thing Auntie . . . )

MacGuru: realistic lighting?

AuntiAlias: stuff that's not in the manual

Journeyman: okay I have some tips for inside lighting lighting

AuntiAlias: (heck, I gotta read what the manual says about lights)

FSUGary: yep

Journeyman: what kind of interior are you doing?

MacGuru: is that in the manual?

AuntiAlias: Journeyman, then, why don't you start?

eilif: did i miss much?

Rivak: aaaaaahhhhhhh

JPSullivan: :)

Purusha: going over things in the manual does help integrate them - especially when we are doing it with a real scene - but the tips/tricks/techniques not found there are the real gems

AuntiAlias: (sssh!) quiet down a bit and we'll let Journeyman have the floor! : )

Rivak: too many questions

poserbryce: BACK!!

MacGuru: :c)

FSUGary: aaaahhhhhhh!

<g>

Journeyman: some tips that I have found is it looks more realistic if you have a few things that could be giving off light

AuntiAlias: okay... folks.... the introduction throw-out-any-topic-and-be-chaotic-in-general time is drawing to a close! :D

Journeyman: like say a lamp or two

FSUGary: uh huh

AuntiAlias: or a candle?

Journeyman: and also remember that a room need ambience so you cant just have one light

uh huh :-) like a candle

AuntiAlias: www.auntialias.com/bryce/candlestick_fat.jpg

and

www.auntialias.com/bryce/chandelier.jpg

Journeyman: good example

AuntiAlias: working renders of the lights that were used in the BryceCamp Den scene... : )

Journeyman: also try to focus the lights on certain things, don't fill the room with lights

FSUGary: yeah more like the chandelier

Journeyman: becayse lights don't really look like that

MacGuru: Yeah... sept I can't get ANYTHING tp render like that...

Journeyman: www.munnsgallery.com the picture there has good lighting

Descendere: I have a tip or two..

AuntiAlias: May I chime in here with a tip on interior lighting?

Journeyman: sure susan

FSUGary: are we using the ? and ! approach here?

AuntiAlias: IN the Edit LIghts dialog box, there is a pop-up menu for selecing your lights...

Journeyman: www.wheel-of-life.com/timemachine.html here is a lit room

poserbryce: brb, gtting the lise and i pic. . .

Clay: well sure

AuntiAlias: FSU, for the most part, Journeyman, Clay and I can talk any time. We're the discussion panel.. If you want to make a comment, sure... type ! and ?

as I was saying....


 

 

FSUGary: ok sorry

AuntiAlias: there are three options

linear falloff, squared falloff and ranged falloff

in addition to NO falloff

linear is the usual Bryce light style

Journeyman: Of course we would also like to hear pointers from Fred and some too (at least I think)

AuntiAlias: which actually throws more light than our real world physics of light allows

Journeyman: I agree susan, for an interior light, I often use squared falloff

AuntiAlias: The squared falloff is what physics tells us about

AuntiAlias: that there's an inverse relationship between the distance and the intensity...

and there's a squared thing in there somewhere

light decreases by the square of the distance...

or something like that

Journeyman: basically it giives a more realistic lighting

AuntiAlias: Anyway, the point is that interior lights are where you'll see that more

Clay: also keep in mind that not every light should be set 100% brightness as wells EACH light should be set a little different too

AuntiAlias: light falls off pretty quickly in small, closed areas.

Journeyman: and different colors too

Clay: right

AuntiAlias: That chandelier image has 12 lights. You see the complexity of the shadows...

http://www5.metacreations.com/products/bryce4/community/proj/brycecamp/den1.html

http://www5.metacreations.com/products/bryce4/community/proj/brycecamp/den2.html

Journeyman: because in the real world we have radiosity (ever hold a red sweater beside a white wall that is the effect)

AuntiAlias: Makes for nice long long long render times....

and for soft shadows : )

Clay: heheh

Descendere: May I Janak?

Journeyman: that is also why it is good to use colored lights

Rivak: radiosity?

Journeyman: of course Fred

AuntiAlias: Descsendere.. go for it! : )

Rivak: ;)

Descendere: Don't forget about the saturation of your textures either. ambiance and Diffusion make a huge difference.

SunDogDeb: How long to render den 2?

poserbryce: susan, want me to post the image link now?

Journeyman: excellent point

AuntiAlias: when you say "saturation of your textures" .. could you tell us a little more what you mean?

poserbryce, in a bit, when we take general questions...

: )

poserbryce: k

Journeyman: the ambience on a shape can really make a difference as Des pointed out

Descendere: You also have shadow settings to consider. They all go into the lighting equation. I like to desaturate my textures first, then work on the lighting.

AuntiAlias: Den 2 took about 1.5 hours, maybe 2

Journeyman: it can make the difference between flat and dramatic

AuntiAlias: Den 2 took longer (more objects in there)

poserbryce: what speed computer?

SunDogDeb: Thanks

AuntiAlias: Mac G3/266

poserbryce: WOW, i have that too!

Clay: right if you don't adjust your textures properly you'll lose all of your detail

and everything will look flat

AuntiAlias: Clay, what tricks do you use when adjusting your materials to make them work the best way with lighting?

poserbryce: right

Journeyman: also bump is very important for a good effect in lighting

Descendere: Exactly . Then you start playing with lighting intensity and end up with the flodlight look.

poserbryce: bump on what? the light gel?

Jeffric: I've got an example of photographic still life type lighting that also uses the ambience of objects to 'fake' some sorts of light

Journeyman: if you have a pillar and are trying to shine lights on it, it can look a lot more weathered if you have even a slight bumpmap and it helps improve the intensity of the scene

Clay: I adjust the ambient and diffussions as well as if I want the object to receive or

Journeyman: bumb map on the object

Clay: cast shadows

bump too

:-)

AuntiAlias: Do you reduce ambience, Clay? or increase it?

Clay: reflection plays a big part too in some scenes

AuntiAlias: Clay, you have a particular image in mind that we can look at?

poserbryce: bye

see ya later, here is the link....

Clay: yeah hold a sec

Journeyman: bye pb

poserbryce: http://poser.virtualave.net/lise.jpg

Clay: http://www.phase2.net/claygraphics/the_plasma_chamber.html

AuntiAlias: Clay, will you tell us a bit about what you did for your lighting in this scene? : )

Clay: When I do interiors I like to have lights cast interesting designs on things

Clay: sure susan

well in this scene instead of using a gel or mask on the light

I used the structure itself to cast the shadow on the wall

AuntiAlias: Aaah, that just-a-bit darker grid in the background?

Clay: yes

AuntiAlias: nice!

Clay: thanks

also it gave some interesting effects to the water

Journeyman: about a gel on volumetric lighting, if you apply one to a spot light it will give you the streaming effect like you see in real atmosphere

otherwise they could look flat

Descendere: ?

Journeyman: and slightly hard

Clay: yes Fred?

 

>>>> Next up: Journeyman's Lights in Volumetric World

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