#Lighting Problem
4 messages in this thread
Gary,
"When Attenuation is off, the omni light casts light of equal
intensity in all directions, regardless of the distance from
the light to the object"
If this statement from the 3ds user manual is correct, why
is it so difficult for me to get an even light in a visualization
I am currently working on ?.
Example, one large room, one omni light in the center of the room,
dark ceiling, light floor and few variations of light/dark
walls.
Phil.
Hi Phil,
<<..If this statement from the 3ds user manual is correct, why
is it so difficult for me to get an even light in a visualization
I am currently working on ?. >>
You're not giving us alot of information. Are you viewing your rendered images
in true color? Is your ambient light turned all of the way down to 0? Do you
want to upload a rendering for the forum to review?
jonas[adesk]
Phil
Don't forget that the angle of the light to the surface plays a large part in
"brightness" and the Ambient color setting in ME also has an effect.
-Ted Boardman
>>equal intensity in all directions…
Phil.
You may be confusing light source intensity with the effect of the surface
shading equations (for gouraud, phong, etc) which specify the intensity of the
light "reflected" for each rendered pixel based on the angle between the light
source and the surface, relative to the viewpoint.
To get a more even lighting, try moving your omni lights WAY back from the
surfaces. This way, the light intensity is not diminished but the angle
between the incident "rays" extent on a given surface is made very small. For
more control, use a separate omni light for each planar surface (wall, floor,
etc) and exclude all other objects. Then you can position each omni to get the
desired light "bounce" off of each surface.
JKJ