Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"The Junkyard"
Added on: Wed Feb 27 2002
Page: 1 2 3 4 6 

For each row I created a "master" light and all others were instances, and by changing values on the master, all the instances were changed, too.

To fill from bulbs I used two yellow (low intensity) lights for each bulb at right and left of the main yellow, and other to create a overexposure on the wall.
All were omni with falloff and shadow enabled. (42 yellow lights).

I added two yellow lights without shadows from right and right-back to camera view to fill the areas where bulb filling is not visible enough.

Also, I applied a fog effect to give depth to scene.

Finally a bottom light without shadows from under the floor (placed far down to cover the whole scene). Low value, to simulate only the reflected light from the floor.

(I done several tests for each lighting stage to get the optimal level for each one.)



Using a big amount of low intensity lights placed conveniently made the scene look like it had Global Illumination Lighting. It's a similar thing but using less "samples". Rendering time is low (about 8 minutes, 2029 objects/462.080 polygons).

Radiosity can show all small details and colour influences. On the other side, speaking about radiosity would be talking about "HOURS of rendering time".

Using my lighting scheme, results looked nice, but small details can be improved and I'll think how to improve those.



 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.