Looks like you are right. I must have got mixed up somewhere.
Looks like you are right. I must have got mixed up somewhere.
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I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live - Jesus Christ
Beautiful work, Jason.
http://doc3d.com
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OK people arent reading whats being said and there is some confusion
Otacon was using luminous polys because the polygon appears in reflections, giving you nicer realistic reflections on your objects.
I showed him how to use area lights to light the scene, while maintaining the reflection from the luminous poly, but disabling light cast from it.
He didnt think it was possible to do this in lightwave because he misunderstood how the "unseen by radiosity" flag works (and you agreed with him here http://www.newtek.com/forums/showthr...96#post1145196 )
He thought that the luminous polygon still casts light when "unseen by radiosity" is checked... it doesnt![]()
Last edited by funk; 05-23-2011 at 08:08 AM.
Win7 64/Core i7-975 3.33GHz/12GB RAM/GTX 670 2GB/Wacom Intuos4 M
I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live - Jesus Christ
Thanks. Here's a shot of the GI settings and linear workflow panel.
Well, thanks but I think I'm following the discussion fine.
I didn't agree with anything to do with "unseen by radiosity."
I stated that I use Imageworld with Area Lights so that openings appear to be bright light sources in reflections.
Luminous polys would do the same thing as ImageWorld but I don't like using them as light sources. They have their purposes but in real world (or photographic) terms, I feel they are more akin to bounce cards than natural or artificial lights.
Yes I did an occlusion pass and layered it in post. It adds a bit of shading, but take a look at the images I posted on page 1 that show the tonemapped render compared to the final. You can see in the middle image (without AO pass) that the corners still look pretty good.
I see. Please accept my apologies. Of course this method is only good if you have openings and it still contributes to light being cast.
Using a luminous poly for reflections will let you simulate the reflection from lights (lamps, downlights, tv screens etc) in a more realistic way than regular specular.
Anyone looking at the high quality of your work understands that you dont need my advice anyway![]()
Win7 64/Core i7-975 3.33GHz/12GB RAM/GTX 670 2GB/Wacom Intuos4 M
I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live - Jesus Christ
Stunning work Jason, It could go into any furniture magazine/catalog without any suspicion that ain't real![]()
Brilliant work! And a great ambassador for the lightwave render engine!!
Awesome, you're floor surface is great.
How long did it take to render? What were your antialiasing ans GI settings if I may ask?
I always thought LW could not really do that in a decent time with lumipoly
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Thanks. Render time was about an hour and half for the full shot, 30min each for closeups. GI settings I posted on this page. AA was 9 passes, .038 adaptive sampling, .18 oversample.
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