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Realstic Sun Reflection/Spec with Light?

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  • Realstic Sun Reflection/Spec with Light?

    I am trying to come up with a method for creating a realistic highlight that emulates a natural sun (overbright core with radial gradation to lower values to represent atmospheric haze), yet still controllable via a positionable node like a normal light.

    Applying a cropped HDR sun bitmap or radial gradient ramp to the texture slot of a Vray plane light - This works as long as you don't have a reflection environment behind the light. The issue is there is no way to make the Vray plane light transparent around the edges so you get a dark square border where the outer edges of the plane occlude the sky environment behind it.

    Using a plane primitive with a Vray light material applied - This allows you to map the opacity, thus avoiding the background occlusion problem you get with a Vray plane light, but the issue here is that the sampling is much less clean than with a Vray light. The intensity of the VrayLightMtl needs to be set extremely high to get the object to appear in the reflection and you get a lot of noise unless you crank up your DMC sampling. Also this only affects the reflection component and not specular, unlike an actual light.

    What I've settled on for now is a stack of 3-4 Vray sphere lights, growing in size and dropping in strength...one behind the other. This appears to fake the look of a sun with the glow around it and help get rid of the perfect hard edges CG highlight you otherwise get. Not ideal, but with some simple rigging it should be easy enough to control by our lighters. I would still prefer to find a way to make using a HDR texture of an actual sun work without getting the border edges.

  • #2
    Originally posted by mitchgates View Post
    ...The issue is there is no way to make the Vray plane light transparent around the edges so you get a dark square border where the outer edges of the plane occlude the sky environment behind it...
    Just a quick guess Mitch, but have you tried the Vray Softbox texture for this?

    Best,

    -Alan

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    • #3
      Use the VRay softbox?
      Last edited by Macker; 06-03-2013, 08:13 AM. Reason: Damn, got there too slow!
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      • #4
        Softbox has same problem as using a gradient ramp or hdr texture. The outer borders of the plane occlude the sky reflection so you get a dark square at the edges.

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        • #5
          This should work with opacity. Try create a composite texture which is full white and place your ramp into its opacity (alpha) thus make it transparent. Just make sure that if you light is too bright the darker edges of the ramp are not being boosted too much, for example even if you put full black in the edges of the light but the light intensity is like 1000, it will expose to being full square. There could be a way to map the intensity of the color also...try experiment with the composite map.
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          • #6
            Here is Morbid Angel's idea in action.
            VrayPlaneLight + Composite Texture with radial gradient in opacity slot - it seams that this works pretty good.
            Click image for larger version

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            • #7
              Haha! Never knew you could use the composite map and get transparency with the light texture. Thanks guys!

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