Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: Trevor on October 23, 2017, 11:18:14 am
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I was in the process of making a lighting tutorial for PerfectGold when I wanted some comparison shots from An8.
Ive mentioned in the past about ART needing Diffuse Inter-Reflection and ToneMapper but I simulated it with Glossyreflector.
My material settings are crazy
Ambient 0
Diffuse 20 + texture
Specular 0.95 + Texture
Roughness 0
Setting specular to 1 means diffuse doesn't work
Scene Lighting set to 1 for exterior, 4 for interior
Im quite sure these would be much better (not to mention easier to set up) if an8 suported it as a checkbox
Also note that Ambient Occlude is NOT on, AmbOcc is a simplified DIR.
The results
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Hm, very interesting ! Not to mention there's not much of such stuff on forum at all. ( lighting in Anim8or in future plans, beside modeling, texturing, rigging/anim8ing)
Sorry for being ignorant, but what's PerfectGold ( didn't find anything ) and what's DIR.
PS.: O.M.G., DIR - Diffuse Inter-Reflection obviously ??? Nothing about PerfectGold though
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Nice work, thank you for sharing this.
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Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.
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Thank You very much for sharing!!! the result is really inspiring. I have not come up to such quality of rendering yet. I'm gonna give it a try! :)
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Thanks everybody, I thought Id share to bring the subject back up since it was a while ago since I last mentioned it (must have been around 2014)
PerfectGold aka GoldenEye Setup Editor (http://goldeneyevault.com). PerfectGold is a concatenation of Perfect Dark and GoldenEye Since the editor supports both as PD was built from GE.
The editor now also supports Diddy Kong Racing, Micky's Speedway and Jet Force Gemini, however I don't think any realistic name could be made from that list of games :P
Trevor: this is a nice collection of images, especially since Anim8or doesn't use Photon Mapping which is much more efficient at rendering diffuse inter-reflections like in your examples.
Ah, is that why you originally said it couldn't be done (My original images of the ship were extremely contrasty)
Ive done a few DIR renders with ART, each time getting better results, these I think are the best which is what prompted me to post them.
For those who want to re-create these are the entire settings
Material:
Ambient 0 (0)
Diffuse 20 (128,128,128) (Optional texture set to Darken)
Specular 0.95 (255,255,255) (If used texture copy here too and again set to darken)
Roughness 0 (9999 for mirror)
Attributes class[type string = glossyreflector]
Scene:
1 infinite light for sun (255, 229, 191) - slightly orange sun to counter the blue sky
1 local light for interior (136, 124, 118) - warm interior light 1/2 as bright as sun
Environment spherical panorama of sky
Global Lighting ambient 0, diffuse 1 (exterior) diffuse 4 (interior)
AA samples min 49
Trev
Attached is the original image and composite sample
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Just a quick update to show another method that seems to work great.
This render uses similar settings I mentioned before and use An8 Lights
(http://www.anim8or.com/smf/index.php?action=dlattach;topic=5650.0;attach=15102;image)
AA = 100, time = 30min
This render however uses no "lights", its totally self illuminated (and different to the lightsabre shown elsewhere) and uses a much simpler material setting
(http://www.anim8or.com/smf/index.php?action=dlattach;topic=5650.0;attach=15104;image)
AA = 196, time = 45min
the material set for this is
Ambient =0
Diffuse = 0
Specular = 1 + Texture
Emissive = 1 + Texture (For Model Light only)
Rough = 0
Attributes = class(glossyreflector)
So now there is no more huge numbers - but lights must be built-in to the object or use sky.
One odd thing, the light seems to radiate with bias toward the camera...
Trev
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Very nice renders.
With the diffuse constant at 0 you'll only get specular rflections which will be biased towards the camera. You could add a bumpmap or normal map of a noise texture to the wall to spread the light out a bit, or set the diffuse constant to omething > 0. But I don't know if the diffuse constant will help because Anim8or doesn't have path tracing (... yet ...) which is a much more realistic light model.