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  1. #1

    Indirect Lighting demo Video using Blender ALPHA 1

    Hi guys:

    I made a short video testing the new indirect lighting in 2.5 alpha 1.

    I tried different situations to see how it behaved and combined all the scenes in this video.

    http://vimeo.com/9580375



  2. #2
    Member paulhart2's Avatar
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    That is well done! Thanks for sharing. The indirect lighting aspect is fun to watch, the dynamics of the objects, engaging, works well with the music.
    Paul
    An eye for an eye, and the whole world goes blind... Gandhi/MLKing
    Greater consciousness is worth the effort. Be aware....
    so sayest the Animated Fool. HARTWORKS http://www.hartworks.net



  3. #3
    Member Ace Dragon's Avatar
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    Incredible.

    How much are the faces subdivided and how long did the pre-calculation take, last I knew you had to subdivide faces for it to illuminate properly.
    Hey mister Dragon, I am aware that you've spent years wondering when I would finally upgrade you to a Cycles render with full GI. Your Dragon friends would be proud to see it's now been done. Sweet Dragon dreams....
    Need Cycles materials / node setups: Get them here



  4. #4
    Member cekuhnen's Avatar
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    WHAT IS THAT SONG NAME ? I WANT TO HAVE IT.

    and btw great movie.



  5. #5
    Very well done!
    In the first indirect lighting SVN I had trouble with the distance of the objects from the surface, it was a pain to set up the correct value since sometimes it was too much other times too subtle. Would you mind to share your indirect lighting settings and the objects emitting values?
    Pietro Desopo
    website: http://phoenixart.com



  6. #6
    Member cekuhnen's Avatar
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    any idea how to prevent light bleeding through material thickness?

    marked inside the cube, no light should reach it.

    Last edited by cekuhnen; 19-Feb-10 at 21:45.



  7. #7


    @cekuhnen.
    I dont know the name of the song. I ripped it some time ago and it doesnt have a name. I could send it to you though.

    @phoenixart
    The settings are super easy.
    indirect lighting 1, sometimes 3
    material shading emit 2.
    and dont use any lights.

    render times varied since scenes are very different
    this one was 7 seconds per frame at 720p on a 2 year old macbook pro.

    Particles took longer to render but played in realtime.

    I didnt subdived the ground plane as you can see or any other cube or object. I noticed that sometimes the bleeeding created noticeable circles.



  8. #8
    Member Agus3D's Avatar
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    Great job man, really really beautiful!!!
    Could you share the music through rapidshare or somewhere, thanks!
    Last edited by Agus3D; 19-Feb-10 at 16:03.



  9. #9
    Member Ace Dragon's Avatar
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    Originally Posted by cekuhnen View Post
    any idea how to prevent light bleeding through material thickness?

    marked inside the cube, no light should reach it.

    I don't think Brecht commited proper shadowing yet. He said he would eventually for Durian as he continues with the shading/render refactor, but he hasn't done so yet.
    Hey mister Dragon, I am aware that you've spent years wondering when I would finally upgrade you to a Cycles render with full GI. Your Dragon friends would be proud to see it's now been done. Sweet Dragon dreams....
    Need Cycles materials / node setups: Get them here



  10. #10



  11. #11
    Very cool... but isn't this more like a 'Glow' rather than indirect lighting?



  12. #12
    Member cekuhnen's Avatar
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    mh not really glow, not really true indirect lighting, but a fast trick to simulate light bounces.
    at least it works well to bring some brightness into scenes which is often missing with
    normal direct lightning.



  13. #13
    Member TheANIMAL's Avatar
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    I do like this, but i agree with the post above.



  14. #14
    Originally Posted by jason7 View Post
    [..]
    @phoenixart
    The settings are super easy.
    indirect lighting 1, sometimes 3
    material shading emit 2.
    and dont use any lights.
    [...]
    Therefore I guess some issues have been addressed in recent svn. I've got a lot of trouble with indirect lighting in animations the first time I tried that. The light did vary a lot from a frame to the other one just because the position or the size of the particles. Good the see that now it works pretty well!
    Pietro Desopo
    website: http://phoenixart.com



  15. #15
    Member cekuhnen's Avatar
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    jason 7

    do you want to send it to me email?

    info AT ckbrd DOT de

    thank you



  16. #16
    Member cekuhnen's Avatar
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    phoenixart

    it does not flicker at all and renders puh darn fast.

    this makes my furniture renderings in Blender look much better
    because just the right amount of glow makes you believe it is using GI
    which brings brilliance to the table.



  17. #17
    Member JustinBarrett's Avatar
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    shiny irresistible brilliance.



  18. #18
    Originally Posted by cekuhnen View Post
    phoenixart

    it does not flicker at all and renders puh darn fast.

    this makes my furniture renderings in Blender look much better
    because just the right amount of glow makes you believe it is using GI
    which brings brilliance to the table.
    Nope, I'm not talking about the flickering issue, never got that problem. I'm talking about the unpredictable and different results on the illumination of the scene when I was applying the emitting material to an animated object. This is something I've noticed in an earlier SVN. It was well illuminated in one frame and when the object was scaled up the scene was burned.
    Pietro Desopo
    website: http://phoenixart.com



  19. #19
    Member cekuhnen's Avatar
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    ok

    I tried that as well, a dupli verts cube light array moved and scaled.
    no emitting power fluctuations.

    runs fine here.

    boy this trick will be awesome when we also have shadowing with this method.



  20. #20
    Member ShnitzelKiller's Avatar
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    Shadowing would require ray tracing though, wouldn't it? Kai's blender already had a feature to use diffuse color to emit in raytraced ambient occlusion. I'd quite like to see a raytraced form of this feature.



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