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Lighting a Scene with a Lightbulb
Posted: Fri Jul 22, 2005 2:35 pm
by Ric_535
What is the best way to simulate a lightbulb that lights up a room, i dont want to have to use a sphere with an emitter material as it contains way too many triangles, what do you think?
Posted: Fri Jul 22, 2005 3:20 pm
by stonelli
i dont want to have to use a sphere with an emitter
Have you tried a cube hanging from a vertex?
Posted: Fri Jul 22, 2005 3:25 pm
by Ric_535
I thougnt of a cube but surely that will look like light is directed out of four sides only and give four distinct shadows as opposed to a sphere which would give an overall light
i dont know thopugh as i havent tried it yet:)
Posted: Fri Jul 22, 2005 3:35 pm
by stonelli
Ric_535 wrote:I thougnt of a cube but surely that will look like light is directed out of four sides only and give four distinct shadows as opposed to a sphere which would give an overall light
i dont know thopugh as i havent tried it yet:)
Me neither, really, I am just assuming that the faces one uses for lighting are further sampled. You could actually start with a pyramid and move on to a cube and to more refined polyhedrons until you get what you want.
It would be nice if there were a bit more explanation form NL on how to set up artificial lighting. I haven't seen any.
Posted: Fri Jul 22, 2005 4:06 pm
by Ric_535
Adam Trachtenberg wrote:Hi Ric,
I would use a Cinema sphere primitive and set the subdivisions to the minimum number. That will give you the rough shape with relatively few polygons.
yeah thats basically what i decided, the thing is though, when you think of a real lightbulb its only the filament giving off the light which is surounded by the bulb, so maybe there is a way to simulate this instead
Posted: Fri Jul 22, 2005 4:35 pm
by Maximus3D
In cases like this i think it would be pretty good if you could use a single point or dummy object to act as a emitter as the light would radiate out from that single point in a spherical shape just like the light from a common lightbulb does. And it requires pretty much no geometry at all either so it should render faster
/ Max
Posted: Fri Jul 22, 2005 5:04 pm
by KRZ
yeah and u have sharp shadows like in the days before arealights......doh
Posted: Fri Jul 22, 2005 5:21 pm
by philipbruton
When creating lightbulbs i found that using a simple emitter ( 4 faced object ) inside a modelled lightbulb works well. Lightbulbs in real life glow, therefore i added a sss diffuse to my bulb geometry and this seem to create the effect i was after with still using the least possible polys for an emitter with a nice smooth model of a bulb.
Posted: Fri Jul 22, 2005 5:32 pm
by philipbruton
make that 5 faced emitter, doh !
Posted: Fri Jul 22, 2005 5:46 pm
by philipbruton
haha, you cheeky monkeys are everywhere
