- Fri Jan 11, 2008 9:53 am
#258065
So I've been trying to get some starship models rendered, and I'm having some major problems with this. Doing physically accurate modeling of the light is impossible (for the obvious problem of making a scene with millions of kms between the sun and ship). But I can't figure out a way to approximate it in Maxwell, something that was pretty easy in other renderers (direct light, disable falloff). There are two problems I'm having:
1) Getting the emitter energy working properly. What size and energy value should I be using?
2) Getting Maxwell to ignore falloff with distance. Using a scaled down "sun" at a close distance should work, but my weak and close light visibly loses intensity over the length of the ship. Or, if I have the entire ship lit, I have to put the intensity too high and it's way too bright.
A HDRI environment seems like an option, but the ones I've tried don't really give a sharp enough contrast between the light and dark areas.
So what methods do you people use?
1) Getting the emitter energy working properly. What size and energy value should I be using?
2) Getting Maxwell to ignore falloff with distance. Using a scaled down "sun" at a close distance should work, but my weak and close light visibly loses intensity over the length of the ship. Or, if I have the entire ship lit, I have to put the intensity too high and it's way too bright.
A HDRI environment seems like an option, but the ones I've tried don't really give a sharp enough contrast between the light and dark areas.
So what methods do you people use?



- By Mark Bell
- By Edward Leibnitz