CompuServe Thread

#Fluorescent lights

13 messages in this thread
#155779From: jeffrey morrisFeb 26, 1995 5:50 PM
How can I simulate fluorescent lights in 3D Studio? Jeffrey.
#155932From: New Riders PublishingFeb 27, 1995 2:43 PM
Jeffrey, Our book "Inside 3D Studio" shows how to simulate fluorescent lights as well as many other types of lights. You can find it in many larger bookstores or you can order it directly from us at 800-428-5331. ____kevin
#155977From: jeffrey morrisFeb 27, 1995 6:37 PM
Dear Kevin, I have the "Inside 3D Studio" book and went through some tutorials in the book. I am not sure if I can simulate fluorescent lights in subway stations. Will there be "Inside AutoCAD R13" book? Jeffrey.
#156488From: New Riders PublishingMar 1, 1995 1:53 PM
Jeffrey, I don't know why fluorescent lights in a subway station would be any different than fluorescent lights anywhere else. Maybe I'm not understanding your question. What do you see as the difference? Inside AutoCAD R13 for Windows is shipping now. The R13 for DOS book will ship at the end of this month. Kevin Coleman, Product Developer, New Riders Publishing
#156535From: jeffrey morrisMar 1, 1995 6:23 PM
Dear Kevin, the fluorescent lights in the subway stations cast light downward. The lights in TUBELITE.3DS file cast light upward. The lights in my model of subway station are about 200 feet long. I would have to create several spotlights along the lights but that would make the scene too bright unless I turn down the luminance of the spotlights. I don't know if I should put the spotlights above or below the lights and cast shadows correctly. I uploaded "SUBWAY.ZIP" file in the Autodesk Showcase vehicle library. Please download the file, unzip it, and look at the image. Thank you very much for telling me that "Inside AutoCAD R13 for Windows" book is shipping but I am NOT waiting for "Inside AutoCAD R13 for DOS" book. I prefer DOS version to Windows version. Jeffrey.
#156556From: Peter KrokoMar 1, 1995 7:49 PM
Jeffery, Yuo touched upon a point I' grappeled with before. That is hoe to get iregular shape lights, espsecially when they reflect of the surface. As a student of design who spent many hours trying to give renderings (ala markers, colored pencils, etc) "punch" I would argue that you will get more "readable" results with fewer and more traditional light sources (over the right shoulder). the only place the flourecent bulbs are going to read is in their reflection, not there light. Try making a reflection map of the inside of the tunnel (lots of long white stripes against dark gray.) I think you'll find it may look pretty cool. You'll probably have to fool around with your map icon, types and position, a bit. Regards, Peter Kroko Pete's starlight drive-in <g>
#156961From: david W. mennenohMar 3, 1995 6:21 PM
Jeffrey, This is what I'd do for a subway type lighting environment. First, make a flourescent tube and assign it a 100% self illuminating blue-white material. Mostly white. Now, copy it around your subway station, up and down the tunnel etc. Wherever you'd like. This way you'll be able to "see" the light from the bulbs. The shadows they'd cast would hit the ground just like normal lights. You could place spotlights above them (If the ceiling is in the way then turn off its shadow casting attribute with Modify\Object\Attributes). This way you can get shadows from anywhere you'd like. If you've got Inside 3DS reference the chapter on lighting for how to get glows around your lights. Good luck. DM
#157336From: New Riders PublishingMar 6, 1995 1:54 PM
Jeffrey, While I have not looked at your scene, I would point the spot lights downward to create shadows. Because fluorescent lights cast very diffuse light, don't use ray-traced shadows and create very soft-edged shadows. You'll probably need several spotlights along the length of your 200' of lighting fixtures to get the hotspot and falloff cones at the right angle. Add omni lights to simulate the diffuse light bouncing around the scene. Most of your light should come from the omni-lights; the spotlights are just to create the shadows. (In fact, if you don't need the realism of shadows, you could probably just illuminate the whole scene with omni lights.) Use a self- illuminated material on the bezel meshes of the light fixtures to provide a "perceived" light source in the scene. If you're using bare bulbs, use the self-illuminated material on the bulbs themselves. This should get you started. Somebody else my have better solutions. ____kevin
#157413From: jeffrey morrisMar 6, 1995 6:47 PM
Dear Kevin, almost all of the subway stations in New York City have fixtures with bare fluorescent bulbs. I put two omni lights in the scene. I thought the scene is bright enough but most subway stations are dim. I tried simulating sunlight in another scene of a car on a street following the tutorial in "3D Studio Tutorial Guide" book and there were shadows under the car and in the interior of the car. I have problems creating chrome material for bumpers and wheels. I have problems creating shiny material for car's body. I bought "Inside 3D Studio 4.0" book and I found out that most of the text in the book are same as text in "Inside 3D Studio 3.0" book. Jeffrey.
#157497From: Ted BoardmanMar 7, 1995 5:26 AM
Jeffery A couple of things I've found handy on cars: Add a little self-illumination to the material. It keeps the unlit areas from becoming too dark. Place several large white, fully self-illum. panels in the scene around the car. Hide everything but the car and the panels. Make a .CUB reflection map. Unhide all objects, hide the panels. Use the .CUB reflection in the material. You'll have to play with the size, intensities, etc. but it can look "realistic". In most car ads on tv, in magazines, there are large white reflective panels places off screen. Look closely in the ads. Hope that helps some. TedB !^NavFont01F0007MGHHHFAAD1D
#157633From: jeffrey morrisMar 7, 1995 6:30 PM
Dear Ted, Thank you very much for telling me how to make *.CUB reflection map. If I draw a box around the car, I would have to flip the normals of the box. Jeffrey.
#157725From: Ted BoardmanMar 8, 1995 5:23 AM
Jeffery >> I would have to flip the normals of the box << Yes, you would have to flip the box, but a box will probably add too much to the reflection. By all means try it, but smaller panels will work better. TedB !^NavFont01F0013MGHHGOMGQHGsMGuHGAB512F
#158238From: Eni OkenMar 10, 1995 1:48 PM
Jeffrey, to create glows around the light bulb without using IPAS, create a circle or sphere with a self illum material, very very transparent. If you are creating a still or animation with little movement, you may want to use a circle (directed towards camera) with an opacity map where the center is brighter and more opaque than the borders. Eni