MetaCreations logo blue sky
About Bryce BryceTalk Community Support Contact
Products
Bryce 4
About Bryce
  Sign up Manage Account Terms of Service Privacy Policy Events BryceTalk Support


< Previous | Next >

 

BryceTalk (Tues) Bryce Lights
July 6, 1999
Part 2 of 4
1 2 3 4

 

BryceTalk (Tues) Bryce Lights, July 6, 1999
part 2

AuntiAlias: Journeyman, got some samples for us of volumetric lighting? (you knew I was gonna ask!!)

Purusha: ?

Descendere: Janak, so you use gels to get those excellent streaming light effects?

SunDogDeb: Are any of you familiar with photo lighting -- how is 3D lighting the same and different?

Journeyman: well only on a few of them

well here is one of my favorites

http://www.wheel-of-life.com/cathedral.html

FSUGary: that is very nice .. I like that one

AuntiAlias: I love that light!!

FSUGary: that is one of the things I wanted to learn

AuntiAlias: Journeyman, tell us hopw you set up the lighting in this scene...

Journeyman: I just found out the gel trick a bit back so I will have more soon

well the roof is open

(except for the arches)

so I got a parallel light

AuntiAlias: (Yes, Purusha, I see your "?" and will call on you momentarily.. : ) )

Journeyman: stretched it so it went the length of the hallway

and turned up the lighting to about 300

Journeyman: it needed to be rotated

and put to the side to get the streaming

that was more or less it

there is always tweaking to be done of course

Descendere: ?

Journeyman: oh, also, I always disable the sunlight on my volumetric images

AuntiAlias: When you say you stretched it, Journeyman, you mean the depth of the scene, from near to far, or did you also increase its size to embrace the entire area from top to bottom?

Journeyman: the sun can add unwanted effects

the light was small enough to easily fit in the hallway

it was light in the Z axis

away from us

AuntiAlias: : )

Purusha, what is your question?

Purusha: when you say "volumetric" lighting, you mean a light in a vol world?... or something else? (haven't read the lights chapter yet ;-)

Journeyman: yes, that is correct

AuntiAlias: That pop-up menu has an option for Volume Visible Light

Journeyman: I usually also leave the volumetric world settings on default

AuntiAlias: that's what "volumetric" means...

DreamVoyager: !

eilif: ?

Journeyman: unless I need a scene with more thickness and the same actuall light intensity

I think Des is next...

AuntiAlias: Okay.. we got a few questions and comments here. Queue is: Des, then DV, and then eilif

Des, go for it! :D

Journeyman: http://www.wheel-of-life.com/egypt.html this one I filled the opening with a volumetric

parallel light

Descendere: You saiad the intensity was 300. Do you recall the ambiance, diffusion, and shadow settings?

Purusha: ?

Journeyman: ( I use parallel a lot because a spotlight looks like the sun is a mere 2 feet away, in the real world there is little angle

well I turned the ambience down very low on the objects

Journeyman: But, i forgot to tell you this before, but there is a second light in that image

AuntiAlias: that image = the egypt one, or the one before that?

Journeyman: it is a long radial light stretched the length of the corridor

http://www.wheel-of-life.com/cathedral.html

this one

the first

AuntiAlias: aaah, yes, you can see a lighter portion on the vertical pillar on the right, mid-way back. : )

Journeyman: (rendering on that image was 23 hours on my P 233mmx

FSUGary: wow

SunDogDeb: ?

Descendere: Was everything else left on the defualt settings Janak/

Journeyman: yes I think so

Descendere: Cool, thanks!!

Journeyman: my pleasure

AuntiAlias: Queue: DV, eilif, Purusha, SunDogDeb

Dream Voyager.. go for it

DreamVoyager: "I usually also leave the volumetric world settings on default"... I dont understand "..unless I need...more thickness..." Iv not been able to fullfill a full volumetric rendering yet with me 8500. I thought Volumetric world...

was "thickest"...

Define what you mean with "thicness"

Journeyman: just let me check what it is actually called

JPSullivan: DENSITY?

Journeyman: in the Skylab's Atmosphere

Density, yes

Clay: density and quality

Journeyman: I usually leave that at 50

AuntiAlias: Dnensity/quality. you see those settings in the Materials Lab

DreamVoyager: There is there a "volumetric World" and it takes forever to render...

Journeyman: and quality I usually turn down just a little bit

DreamVoyager: Aha.. OK... then I understand

AuntiAlias: Journeyman, so you have volumetric light *and* volumetric world, then?

Journeyman: no, I just use volumetric world

AuntiAlias: aaah!

Clay: ahhhh!

AuntiAlias: *smacks forehead with newfound understanding* :D

Clay: LOL!

Journeyman: I haven't had much use for volumetric lights (just normal lights in volumetric world)

DreamVoyager: (I need more volume in my processor...)

Journeyman: sorry for the lack of clairity

AuntiAlias: go on with your bad self!!

Clay: I'm just the opposite Janak LOL

FSUGary: lol

AuntiAlias: eilif, go for it!

eilif: we all know render times and volumetric world - can you get the same effects with volumetric light and not world? no?

eilif: typed this ages ago

Journeyman: I have not really found that to be so

the reason is ( I think )

I could be wrong, but anyway

eilif: sometimes I can make it look volumetric

Journeyman: with a volumetirc world you can soften the edges of the spotlight

but a volumetric light I think stays hard

doesn't it?

Clay: your sun position has a lot to do with volumetric lights

no Janak

Journeyman: guess not

eilif: if you use no sun, then?

Journeyman: as I say

I guess I was wrong about that

anyway as I say I usually disable the sun

Journeyman: for inside scenes

JeffP: ...


 

 

Journeyman: http://www.wheel-of-life.com/forgotten.html

Clay: (use the diffusion in the light editor to soften the lights edges)

Journeyman: even for outside scenes like this one

yes i see that now Clay, thanks

Clay: :-)

AuntiAlias: good points!

Journeyman: the lighting in that was just one spotlight in a volumetric world

AuntiAlias: Purusha, your question?

Journeyman: you might be able to see I applied a gel to that light

so it streams more

Clay: (explain the mask Janak)

Purusha: you all are answering it (the distinction between vol lights and vol world)

Descendere: Ooops!!! There's the boss!! Thanks guys!!

Clay: cya Fred

AuntiAlias: k.. then SunDogDeb... your question?

SunDogDeb: Does studying photo lighting help with setups? (positions of lights, etc.) How is Bryce drastically different? (newbie)

Journeyman: the mask?

finderic: hello Clay

Clay: gel sorry

AuntiAlias: how about we take the question after Journeyman discusses the mask...

er.. gel

SunDogDeb: ok

Journeyman: ok

Clay: hi find

Journeyman: so what is the question?

AuntiAlias: (explain the mask Janak)

in the forgotten.html scene..

Journeyman: okay

Purusha: how to make good gels for that 'streaming' effect

Journeyman: it is just a simple texture

I can check...

I will get the exact settings

Journeyman: the lighting level ws 251

the blur around the edge is 38

Clay: http://www.phase2.net/claygraphics/creation.html here is a scene using a volumetric radial light set to give the planet a glow

Journeyman: I don't know what you mean about explaining the gel

JPSullivan: (What Is It?

)

Purusha: ?

Clay: this is also an example of tweaking a texture so the light will work like you want

Journeyman: well the gel is just a texture or picture you can apply to a light

Journeyman: it is like holding something in front of a light

so when you apply a gel to a light

AuntiAlias: ... like a cookie (traditional term used in stage lighting)

Journeyman: so when you put your light in a scene

if you have a brick pattern on your light

it will show a changing in the light

see what I mean?

AuntiAlias: Gel uses the diffuse color information to determine what shows and what doesnt.

JPSullivan: As if it were shining through the shape from the source, right?

AuntiAlias: Light is full light intensity, dark is not-light showing

Journeyman: yes

if you had a branch texture

it would look like you held a branch close to the light

Journeyman: there would be a fuzzy branch outline on the wall

AuntiAlias: also, you can create a picture with blurred edges (gray values) in it and therefore make fuzzy soft shadows that way! : )

I've got an answer to the question about studio lighting, too... : )

JPSullivan: Best to use a picture with only a single color? Or does it matter?

AuntiAlias: the question was...would the study of studio lighting be good for Bryce?

yes, any study of traditional light techniques is good. In photo studio lighting, you will positionand aim your lights in order to help define the shapes of objects. You have the main light (key light) and usually something to highlight the object from

Journeyman: well that will only dull your entier light

AuntiAlias: behind. Also, depending on what else is in the background, you may have a small kicker light that illuminates the background, so that the object of interest is "separated" from the background.

Journeyman: if you use a texture, it is like the alpha channel of a light

<wonders why everying is so silent>

JPSullivan: Bravo!

Clay: heheh

JPSullivan: :-)

SunDogDeb: ?

AuntiAlias: Any other questions?

yes, SunDogDeb?

SunDogDeb: Yes

Purusha: Clay when you say "volumetric radial light" you mean "volume visible light?" (on a radial light) from the popup in the light edit dialogue?

Clay: yes

SunDogDeb: How high a light count before it starts eating into render time seriously?

Journeyman: depends on the light

Clay: that varies

AuntiAlias: I once did a study of that -- back in the days of no volumetric world/light

Journeyman: also the brightness of the light I think too

Clay: on the complexity of the scene too

AuntiAlias: what happens with the scene rendering is this:

SunDogDeb: What's high render time types?

Journeyman: the textures

Clay: Volumetric Conical lights

tend to take longer

AuntiAlias: bryce calculates the color for a given pixel. In doing so, it considers the texture, and the objecst in the scene, and the light source and shadow

Journeyman: actually

radial lights take longer than conical

Clay: true

AuntiAlias: Things that add to render time are additional lights, because each light is another light and shadow to calculate...

Journeyman: because they emit light in every direction

Rivak: this all goes back to my original question of why they take so long to render...

JPSullivan: Any tips on the SIZE of the light source and how it would affect the scenes . . . and render time?

Journeyman: well a normal light just bounces around and gits objects

right?

bit a volumetric light has to move a little tiny bit

Sky Pilot: ?

Journeyman: calculate the brightness

and then bounce that around from there

AuntiAlias: Here is a record of a simple scene with multiple lights. (You can see the render effects in the Report REnder dialog box) more "intersect attempts"

Journeyman: so every little tiny bit it has to emit another light beam

SunDogDeb: Avg. # of lights for interior? Toy Story had 32 max.

Journeyman: you see what I mean rivak?

AuntiAlias: 0 lights sun only: 2:03; 1 light: 3:11, 2 lights 4:08; 3 lights 5:01, and 4 lights 5:50

Rivak: yes

AuntiAlias: so, for that scene, each light added about a minute to the render time...

SunDogDeb: Ah! Thanks!

AuntiAlias: The interior scene from earlier, the Dens.. there are about 18 lights....

12 in the chandelier, 2 on mantle, 2 in fireplace, and some spotlights at the other end of the room

But.... (about that scene mentioned earlier)... the scene depends too...

If you have transparency, for instance, and refraction, render time goes up

 

>>>> Next up: Water Caustics, Negative Lights

< Previous | Next >