Poser lights confusing me.
ghostship last edited by
this is what I got from Y-Phil's point light thing.
Y-Phil last edited by
Cool picture :-)
I have tried the same scene, with the same setup.
The only difference is that I've used Poser's GPU Medium setting, with "Branched Path Tracing" on.
The globe's glow is done with 'shop
The first thing is using a point light. They always confound me, and I find in Superfly they're even more unpredictable then they were in older versions. Use mesh lighs. Add a tiny sphere from the primitives and work with that as your new "point light" and work from there. You get far better control doing it that way.
In SuperFly, point lights are spheres. Here is a render with fog in the scene to reveal the size, shape, and orientation of the lights.
Point lights (spheres)
Area lights (rectangles)
Spot lights (disks)
I want the scene to look like it's lit by a few table lamps, not a supernova. What am I doing wrong?
You're using a single hot lamp, not using a few lamps, that's what. Look - here's a photo of my office, with one "point light". I shot this in manual exposure, so that in the next photo I could set up the same scenario.
On the wall near the lamp, the light is so bright it blows out the sensors, while the back wall is too dark. (Inverse square falloff means things very close to the lamp are SUPER bright.)
And here's the same exact exposure using six point lights (in the ceiling), each about 1/2 the brightness of the single lamp in the first photo.
I really think you should deal with just a little bit of math so that your misplaced assumptions can be recitified.
An object 1 foot from a light will be 100 times brighter (one hundred, that's correct) than the same object 10 feet away. You need to understand that putting a light bulb one foot from a wall and expecting the rest of the room to look anything like that is a complete misunderstanding of physics.
To light a room evenly, you need many lights -- at least six.
redphantom last edited by redphantom
Ok, I found where I'd made a mistake in the globe's texture and I am getting light from it. but it looks nothing like what you 2 have.
He's very lit and the wall behind him is quite dark.
edit: cross post with BB's. I'll try what he suggests.
This thread should be helpful to those new to SuperFly lighting.
It is about portrait lighting, but does touch on enough general stuff (particularly correcting numerous misconceptions about point lights) that it should be required reading for everybody.
So the fascination with area lights seems to be because they're new. They are. But they're not the only "new" things. The fact is that SuperFly has changed how all the light types behave.
I suspect people have assumed that the lights we used to have won't work. I say this because many people claim (incorrectly) that Cycles/SuperFly doesn't work well with point lights, spot lights, or infinite lights, or no lights. Well - SuperFly is not Cycles and assumptions make an ass out of you and me.
I have done a series of experiments and demonstration renders that I hope you'll find enlightening. (Pardon the pun) I have examined point lights and in SuperFly they are spheres. I have examined Spot Lights and in SuperFly they are disks with a snoot.
Another important quote from me -- think about this before you set up lighting:
Area lights vs. point lights will largely be a choice based on how much light you want spilled on everything BUT your subject.
ghostship last edited by
after some tweaks to the lights (changing to inverse square and changing intensity) This is what I came up with.Still trying to figure out how to get decent sunlight out of an infinite light.
redphantom last edited by
Thanks for the help. Putting more lights in is helping. I may have to wait until school's back in session to read that thread. Right now, I'm lucky to get five minutes peace to read. That's not a good way to learn.
Here I have a great site for to learn more about lights
It is for movie and Photographic , but a great solid base.