Critical Mass :: 3D Action Puzzle Game

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Forum Index - Lighting - Daylight system + photometric light issue

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-DJammyRasta
Junior Member
DJammyRasta

2 years ago
I am currently creating an outdoor scene that was going perfectly fine using the daylight system but also want to render it at night so i changed the time for the sun to 22:00 or something and added in some floodlights to the scene, only to find no other lights seem to work?

I have made this little scene as an example, first we have a teapot lighted by a single photometric spotlight

[Link to img19.imageshack.us]

Then i add the daylight system and the entire scene washes out, maybe the light isn't powerfull enough to effect the scene any more?

[Link to img22.imageshack.us]

But if i make it night time surely the light should be visable? (i have changed the exposure value to the light setting)

[Link to img26.imageshack.us]

Anyone care to explain this one to me... As you can just about see i got my light just about working in the top right corner by jacking up the multiplyer to something crazy like 2000% but at the cost of some rather funky huge black boxes... im guessing its something to do with there not being enough light particles in the scene now there is another light source, but cant seemm to fix it ... any ideas what setting i need to change?


[Link to img120.imageshack.us]


Thanks
Sam



-Tyson
Senior Member
Tyson

2 years ago
I'd just lose the daylight system and use manual lighting. the Sunlight and daylight systems are mainly designed for doing architectural visualisations of how a proposed development will look at different times of day in an accurate way. Sunlight for example is just a standard directional light and the daylight system is a combination of a max skylight and either a mental ray sunlight, ies sun or a standard directional.
For a night scene (in scanline) I would just use a directional light that is almost black or dark blue, maybe a max skylight and light tracer for some GI, setting the sky colour to a dark blue also. then use some practical lights in the scene things like windows or street lamps or a fire. or a combnation of these. You could lose the moonlight idea altogether and just light it with some attenuated practical lights, then add some very low level fill lights in the form of target spotlights or omnis. Whenever you start lighting its helpfull to think about the keylight first, what is the most obvious light source? At night it could be the moon, but it could also be a desk lamp or an open fireplace, or a cars headlights. once the key is established and looks good its just a matter of filling it out and adding highlights etc..

+Steve Martin
Moderator
Steve Martin

2 years ago
It's probably not the answer you want to hear, but I agree with Tyson. It's a lot easier to get good results just using standard lights and you'll have more control over the look of the scene.
[Link to www.3dprevis.com]

-DJammyRasta
Junior Member
DJammyRasta

2 years ago
Cheers,
Odly enough i got the scene working again.. not sure what was wrong with it ... but i will keep what u have said in mind and ditch the daylight for my next scene

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