#Lighting in 3DS
4 messages in this thread
I recall reading a thread on this subject before but couldn't track it down…
A friend requests:
Does anyone know of a method of accurately translating 3D Studio's
lighting units into actual light measurements such as footcandles?
Lighting control in 3DS does not seem capable of accurately rendering
a dimly lit scene as in forensic reconstruction where a street lamp
might register so many "lux" below at street level. If this is not
possible, , are there plans to bring in this feature in subsequent
releases of 3D Studio? For purposes of completing a project, is there
any other animation packages that do have this capability?
Any thoughts greatly appreciated!
Thanks,
Bill
Bill,
I just experienced similar problems while lighting an interior scene.
One of the central points are the materials – if you use colors only, you get
very different results (usually much darker) than with the same colored
mapping. Try to play with the ambient color – it makes a LOT of difference.
Michael
Bill,
I've just read my own first message, and I think it has been late that day <g>.
What I wanted to say is just that I don't believe it's possible, because there
are so many different factors involved.
Michael
Michael,
You're right – the variables (i.e origin of material, ambient setting, etc.)
all work against a the notion of light settings in foot-candles or whatever
instead of the nebulous 0 – whatever <g> scale.
Has anybody had to defend the accuracy of the lighting used in a rendering for
a court case?
Bill