CompuServe Thread

#Lighting in 3DS

4 messages in this thread
#172340From: Bill HendersonMay 28, 1995 6:36 PM
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
#172650From: Michael LudwigMay 30, 1995 3:27 PM
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
#173098From: Michael LudwigJun 1, 1995 2:21 PM
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
#174078From: Bill HendersonJun 7, 1995 12:50 AM
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