CompuServe Thread

#LW Help: Visible Lights

10 messages in this thread
#66105From: Mark DannerOct 13, 1993 9:30 AM
I'm having a bit of trouble and I hope someone here can help me. (I'm still using LW 2.0…) I would like to setup a light that is visible in the rendering. Every time I place a light in view, the objects it illuminates are fine but the light itself is invisible. I've tried using all of the ray trace options and it still doesn't get it. I'm using a point light. Any clues? I would also like to make a surface completely mirrored. What are the diffuse, refraction, reflection (100% obviously) and other settings to do this? What about a glass cube? An ideal thing here would be to create a light bulb. I've seen these before but can't seem to create one. Placing a light source inside the transparent globe doesn't cut it. Any help would be appreciated… Thanks, Mark.
#66152From: Anthony RamirezOct 13, 1993 11:54 PM
>I would like to setup a light that is visible in the rendering. (I'm >still using LW 2.0…) As far as I know, to make the light visible you need to have a surface like a sphere around the light and apply the necesary surface features to make it look like a light. No need to ray-trace. Try adding a shpere in modeler and exporting it into the Layout then change the surface color to 255,255,255 and set smoothing ON and set edge transparency to transparent. Make sure you place the light inside the sphere. This will give you a simple glowing white light. LW 3.0 makes this VERY easy as you can just set the Lens Flare feature to do what you want.
#66164From: John GrossOct 14, 1993 1:27 AM
Mark, With 2.0 you need to 'model' any light sources you wish to see.. For a lightbulb, try these settings… Make the surface Luminous, give it a nice lightbulb like color and put a point light inside of it. The point light will not actually light up the bulb, that's why it should be luminous. The point light will however light up objects around the bulb. For mirrored surfaces, use 100% reflection and make sure you turn on 'Trace Reflections'. Also, It is very important to not use high diffuse levels with reflective objects as they will appear washed out. A perfect mirror is 100% reflective and 0% diffuse. Hope this helps. JG P.S. Mind if I use this question in a Dear John column?
#66181From: Mark DannerOct 14, 1993 12:46 PM
I'll try that and I really appreciate the speedy response. BTW, of course you can use the question in your column. That would even be kind of cool.
#66225From: Wayne ColeOct 15, 1993 2:34 AM
For the light bulb, model the shape with the glass part having a unique name and make it so that it only has outward facing polygons (I don't know if that is necessary, but it may be required to let the light pass out from within – at least that is the way I did it and it worked). Then, in surfaces menuy, give the bulb's glass surface the color you desire, set it to luminous, difuse 100% and then, in layout, colocate with and parent the light source to the light bulb. Now it looks like a bulb and radiates like one. You may want to adjust the light color to kinda agree with the bulb color. Basically, in 2.0, to make a light "visible" just co-locate an object of the approriate shape with the light and make the object luminous. Ligt beams can be made by using luminous, with a high transparency setting (not 100%). wmc – via Autopilot!
#66234From: Paul ToalOct 15, 1993 4:49 AM
I tried the lightbeam like you said and can't quite get what is in my head. When You have time, could you take a peek at your Surface and note the particulars, Edge transperency etc? You meant use a pipe object for the actual beam right? Single sided polys?
#66363From: Wayne ColeOct 17, 1993 2:18 AM
Paul, Tapered cylinder with 16 longitudinal segments, single sided polys (facing out, of course). Color 255 255 160, Luminous (100% in 3.0) diffuse 7%, spec 0, reflection 0 transparency 65% (and I like it a little higher too couldn't make up my mind and gave up trying to decide at 65%) edge transparency on with threshold 7. Note that this is a fairly well defined spot light beam for a movie program intro, but with these settings and higher transparency it looks close to the real thing. wmc – via Autopilot!
#66371From: Paul ToalOct 17, 1993 4:56 AM
Thanks Wayne, it does look good. –Paul < Motorola Inside >
#66489From: Nathan WahlOct 18, 1993 9:07 PM
Paul and all, The key here is that if the light source is placed inside the bulb, and all the surfaces face out, that NONE of them will have the light illuminate them, as they're facing away from it. That's why you need luminosity. Essentially, you have to make the bulb look right, light source or not. Can 3.0 map luminosity? I need a light fixture that's a large opaque rectangle with several bulbs in it, and need the luminosity to vary over the length of it, brighter around the bulbs. In 2.0, I end up putting a 'shell' around the glass, and vary it's transparency with a map. … Nate.
#66507From: GREG TEEGARDENOct 19, 1993 12:26 AM
3.0 will do a luminosity map. -GT