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Support for renderable curves as lowpoly meshes (emitters)
Posted: Sat Oct 08, 2005 11:39 pm
by Maximus3D
Ok, now this idea might be quite far off the wall but i shoot it out anyways even if it's unrealistic and stupid. Here it comes..
I think it would be useful if Maxwell would support renderable curves only for the fact it would be useful when modeling lightbulbs for IES lights. Just to get them accurately rendered with Maxwell. Then we could build our own physically correct lightmodels with a glowing (light emitting) cobalt thread in them to lit architectual scenes and other renderings.
Then it would be possible to use lights similar to this which i built today in just 1 hour.
/ Max
Posted: Sat Oct 08, 2005 11:51 pm
by Mihai
Why don't you just convert the filament or tube into a lowpoly object? Even if the modelled light emitting geometry isn't exactly like the actual filament or tube it will still be more accurate than an IES profile usually applied to a point light source in other renderers.
Posted: Sun Oct 09, 2005 12:01 am
by Maximus3D
Doh! lol i'm having a slow bad night here, you're ofcourse right about that Mihai. Well now my level of stupidity really shows as i clearly completly forgot that part

i apologize about this. Now i just hope someone can remove my whole thread here as it's not necessary anymore

i'm sorry again.
/ Max
Posted: Sun Oct 09, 2005 1:01 am
by Frances
Maximus3D wrote:Doh! lol i'm having a slow bad night here, you're ofcourse right about that Mihai. Well now my level of stupidity really shows as i clearly completly forgot that part

i apologize about this. Now i just hope someone can remove my whole thread here as it's not necessary anymore

i'm sorry again.
/ Max
You're not stupid and we still love you Max.

Posted: Sun Oct 09, 2005 3:53 am
by alexcount
btw, that bulb looks like a flourescent light, that do not have a glowing filiment, but ignited noble gas.
I wonder if maxwell could support illuminated particles to more accuratly do this.
Posted: Sun Oct 09, 2005 10:44 am
by tom
For this kind of situations, I personally suggest making the tube SSS diffuse or plastic and placing a low poly inside for the emitter. It really works

Posted: Sun Oct 09, 2005 12:10 pm
by hdesbois
tom wrote:For this kind of situations, I personally suggest making the tube SSS diffuse or plastic and placing a low poly inside for the emitter. It really works

Interesting suggestion. Would you recommend to make it double sided, maybe with some thickness (I mean, the outer part), or is it ok to keep it single sided?
HD
Posted: Sun Oct 09, 2005 12:24 pm
by tom
Of course double sided

:D
Posted: Sun Oct 09, 2005 2:08 pm
by cyberjuls
hey i think we do not have NASA calculation capacities !!! Anyway nice solution.

Posted: Sun Oct 09, 2005 6:32 pm
by Maximus3D

hi again all
Frances: Hehe, that's very sweet said of you. Now i'm happy again! and in the future i promise to try to think before i post (which is easier said than done..)
alex: I'd guess it's something like that, that's actually one of those low energy bulbs which lasts pretty much forever. But i haven't smashed it open to see if there's gas inside or a cobalt type wire in it. Particles might work, or like one point polygon emitters..
Tom: Good idea there, i'll have to try it out sometimes

although i have a fear the rendertimes and noiselevel will go skyhigh which probably is a understatement in this case.
/ Max
Posted: Sun Oct 09, 2005 11:52 pm
by tom

Sorry for the confusion, I made a comparison and it does NOT work definitely (especially with double sided):oops:, don't try at home... Better assign emitter to geometry directly.
