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  • lwf

    hi guys and gals,
    this is just a test... want to know what you think
    please do comment..


    Dominique Laksmana

  • #2

    yaks!
    I Luv iT!
    great work!
    gr8 depth...amazing!
    congratulations
    Nuno de Castro

    www.ene-digital.com
    nuno@ene-digital.com
    00351 917593145

    Comment


    • #3
      Looks like a photo to me! Nice

      Comment


      • #4
        please dominique can u share some more info on that?
        Nuno de Castro

        www.ene-digital.com
        nuno@ene-digital.com
        00351 917593145

        Comment


        • #5
          hi bros, thanks for the replies.
          and also thanks to you enexis for the lwf thing, i followed your
          threads and voila, that's what i get. one thing though,
          i don't use colorcorrect. i only use it when i have png as a
          bitmap.
          the setting was like:
          irrmap/lightcache
          adaptive anti aliasing
          filter is catmull rom
          one light behind camera, few lights in those light fittings
          well, that's all i guess....
          oh yes, vray frame buffer,
          and the rest is as the same as your thread with lukx and stevec in the
          tutorial section..and Admax, thanks alot for this!!! heheh
          Dominique Laksmana

          Comment


          • #6
            Looks great!

            Comment


            • #7
              Great work Dominique.
              Its good to see an interior from you.

              Well done.. good to see more people grasping LWF

              Comment


              • #8
                thanks da force
                Dominique Laksmana

                Comment


                • #9
                  again, this looks great!
                  lookin forward to see more stuff from u now...
                  Nuno de Castro

                  www.ene-digital.com
                  nuno@ene-digital.com
                  00351 917593145

                  Comment


                  • #10
                    thanks enexis,
                    by the way, i have a question : when do you usually use that
                    decay and no decay? i mean, do you tick the box for no decay in
                    vray lights for sun, or for lights from outside? been wandering about this and keep it for myself because i thought it was a dumb question, but,
                    i rather people call me dumb rather than i keep myself in the dark... and keep on wandering something like that
                    Dominique Laksmana

                    Comment


                    • #11
                      Decay controlls whether your light will fade away with the distance.
                      In real life all the lights do fade (falloffs). So if you chose -tick the
                      < No decay > option, your light will not have that falloff-fade.

                      Best regards,
                      nikki Candelero
                      .:: FREE Your MINDs, LIVE Your IDEAS ::.

                      Comment


                      • #12
                        goodbye Minwell... I mean Maxwell
                        Luke Szeflinski
                        :: www.lukx.com cgi

                        Comment


                        • #13
                          Good job Dominique !

                          Nice textures and composition. I personnally dislike the chairs but that's a personal taste :P

                          Just about lightning, I would avoid placing a light right behind your cam, it's flattening the light of your composition. An angle of min 20/30 should be a minimum between the cam direction and the light direction. Even a fill light need to be on another axis.

                          This should add some contrast to your image, which imo needs it a bit more.

                          About the falloff, it adds realism to the lightning to always put inverse square decay on all your lights (like in the real world) but then you'll have to push the value of the light over 100, and sometimes over 1000. You'll also have to handle some overexposed parts near the sources (working lwf will help you with that i think) Also please note that the sunlight NEVER should have decay (in fact it has, but compared to the sun/earth distance, your scene is always negligible) and ALWAYS has to have area shadow.

                          If someone has an accurate technique to mesure the exact area shadow parameters to match the real sun shadows, i'm intrested
                          Philippe Steels
                          Pixelab - Blog - Flickr

                          Comment


                          • #14
                            1/100 of sun height (if I'm not mistaken)
                            Luke Szeflinski
                            :: www.lukx.com cgi

                            Comment


                            • #15
                              Looks really good, but I must say I miss non-LWF shadows and contrast...
                              "Why can't I build a dirigible with my mind?"

                              Comment

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