Lighting Candlepower?
7 messages in this thread
Hi Gary-
Two questions: Is it possible to equate your lighting levels for spot lighting
(as well as the others) to candlepower? Second, is it possible, with the
lighting features available, to simulate continuous cove lighting (no hot
spots)?
These questions are the result of conversing with my electrical engineer. He
thinks (and I do too) that it would be very nice to be able to ACCURATELY light
a space to see what the lighting charateristics really are. As it is, I try to
do what "looks good" for the rendering, and it pleases the clients and my boss,
but he (the engineer) brought up the point, and I thought it was a pretty good
one. Soooooo, I thought I'd pass it on.
Thanks for your time-
Joe
For continuous lighting, have you tried using rectangular spots? Have
you tried projector spots? I am not an architect or engineer, so I
don't know exactly what you folks need, but it seems the "no hot
spots" issue could be covered by either of the above techniques.
Sounds like a good wishlist request, though =-)
John Tissavary (La Luna cie)
John-
Thanks for the reply. I'll give it a try.
Joe
You should be able to do continuous lighting as long as your hotspot is 0 and
your max light value is less than 160,160,160. If those two cases are true,
you'll have no hotspots.
Re accurate lighting… 3DS is a production animation system, which uses
empirical methods to get fast, aesthetically-pleasing results. Accuracy does't
really fit in. We've been looking at ways to IPAS-ize those kinds of functions
in the future, but for now…
– G
Gary-
Thanks for the tip on even lighting techniques; it should help a lot!
As for the other…..oh well, maybe someday. As it is, I'll just fake it. I
guess I thought that it would be as easy as assigning a candlepower to a light
source, and using lighting manufacturers throw diagrams to generate hotspots
and fall-off. I have since found out that that thinking is an
over-simplification of the issues involved in 3D lighting.
Thank you very much for the speedy reply.
Joe
Using a recangluar spotlight with an extreme aspect ratio and reducing
the hotsopt to zero is as best as you an do with R3. The light
intensity is still originating from a point source however, so a true
cove light is very difficult to acheive – yes, we NEED linear light
sources AND parrallel lights!
If you absolutely need the effect, one workaround is actually to use
a projector light (excluding everything but the wall and placed far
enough away to cast even illumination) that is using a vertical
gradient bitmap. This does work and makes others ask how you did it.
Hey Phillip-
Wow! These are some great techniques! Thanks for the reply, and it looks like
I'm set.
Joe