#How to create real Light
8 messages in this thread
[Using 3DS R3] Working on a project that showing a laser chip on a sub mount,
the chip is a small box. how can I show the beam light going out from the laser
chip? (I tried to add fog but it is not working like in real life…) I need to
show a strong light comming from this box like a sine of a star and to show a
beam going into a close by vertical "wall".
The light I create only showing a reflection on the "wall"…
How to do this ?
Thanks, Shai
Try making an object, like a box or square which matches the shape of the beam.
Make the object transparent, using a transparent material you create in the
materials editor. Experiment with inner and outer falloff, self illumination,
and opacity maps to get exactly the kind of 'light beam' you want.
Good luck!
Ou can also experiment with a different smoothing angle than the standard angle
wich is 30 degrees. I used this in one project an I get good reults with -let
me think – 80 to 89 degrees or 1 to 10 degrees. If you take a box to create a
light coming out of a beam you will see the edges of the box when you move
around the box in the animation. If you change the smoothing angle – the
spotlight(box) will get very round and the edges are away.
greetings – klaus
I have another problem creatin "real light". I have to match studio light
setups for a current film project. The plates have already been shot and I made
a detailed schematic of the lighting plan. In other words intensity, color
temperature in Kelvin degrees, color correction filters used, diffusion etc.
Now, how am I supposed to replicate that with only RGB and HSV sliders? :(.
The solution of course is to write a routine that takes the watts per nanometer
and plots that against the wavelength in nanometers to determine the spectral
energy and that would drive the settings. With 3DS being used more and more in
conjuction with film and photography this becomes an essential issue. Otherwise
you will always have that "overlay" look to your composites.
If anyone knows of such or similar routine I would be very interested in
knowing-acquiring it
Thanks, Arturo
cynart@netcom.com
415-7500294
Dear Arturo:
Yeah, I've kind of been waiting for someone to come up with that for the past
few years. As 3D Studio moves into movies/television work, these issues get
increasingly important.
But matching 'digital' light to 'spectral light' is a difficult task I'm told.
By the Way, I really like netcom. You guys are cool.
Nancy Fulton
I sympathise with your problem. We currently do a great deal of work for
telivision and music promo's. We usually manage to persuade the client to have
the 3d enviroments created first and then match up the shots for position and
lighting in the Ultimat session. If its the other way around its very much
'suck it and see'.
If we want to create truly accurate lighting models we also have to consider
radiosity mapping and of course the massive computing overhead this would
bring.
Dream on.
CHRISTOPHER
Make your material Subtractive, that should do it!
– Steve Ormonde
>>laser beams…
You can make an object, like a cylinder, ADDitive transparancy, outside
falloff, 100% self illuminating. Note that if the "beam" needs to be very long
relative to its diameter, create it with multiple segments to avoid long narrow
face problems.
You can make such a beam switch on instantly by using hide keys. I made some
recently for a technical animation and they looked great.
JKJ