General Category > Ongoing Anim8or Development
Changed to Older Releases [builds 1162 to 1230]
Steve:
I just posted build 1164 with some Figure Editor updates, including Fast Select.
Trevor: can you be more specific about the problem with local lights?
neirao:
Steve, in figure mode for me all work, less the
"Fast Add Bone" no... :(
kreator:
Build 1164: Cannot add a bone with Icon(shift/h) can only insert bone with Menu...Either with fast select on or off. Figure mode is unworkable cannot do any weight painting or influences. :'(
Trevor:
Just thought Id share an image where I try to simulate True Global Illumination*.
There are a few problems, mainly intensity, but idea seems sound.
* The floor near the shiny surface receives some reflected light, but as is the main problem, there isnt enough light being reflected.
* There is a slight hint of reflected light on the duct on the ceiling, again, needs more
* There should be greater propogation of light down the corridor
So, to acomplish this in the current build of An8 as of 1164:
Set all materials to class(glossyreflector) and set the specular componant to 0.5 with diffuse to 1 and roughness to 10 (initially 1 but saw no light, any higher than 10 causes too much image reflection instead of light reflection)
Copy any diffuse texture to the specular componant (to prevent 'bleaching')
I tried a higher specular but the room turned completly black
I tried a higher diffuse value but it didnt change the intensity of reflected light.
Also note that AmbientOccluder was on, however this far into the corridor only shows the sunlight that penetrated the hangar.
Im sure a true Global Illumination model could be made from this by increasing the intensity of reflected rays.
Trev
Tried another one with specular at 0.99 and diffuse at 200
doesnt really help, still overloads the light while not reflecting much.
Steve:
Nice images!
The basic OpenGL and D3D lighting models are far from physically correct. They were designed to allow reasonably realistic, real-time images with available technology. For example, the ambient lighting component is just a hack that very crudely simulates diffuse global reflections without having to do any global modelling.
Anim8or's ray tracer uses a quasi-physical based model. It's not 100% accurate because it allows energy reflections greater than 100%. For example when using classic Anim8or materials (class=anim8or, the default when there is no class attribute) if the sum of Ka, Kd and Ks are greater than 1 the surface can reflect more energy than it receives.
The new ART materials, class=glossyreflector, transparent, and dielectric, are closer to being physically accurate *if* you don't set the values of Ka, etc. to values out of range.
Now to your model. It uses rather extreme lighting, with extreme contrast. Only a tiny percent of light that enters will reach the far corners of the room. Almost all rays are absorbed before they make the multiple bounces off of the room on their way. They dynamic range of light values far exceeds what a normal computer monitor can display.
You can add more light to the scene. Anim8or limits the energy of a light (to 255,255,255 or 100% white in computer graphics terms) so you'll need to add more lights. This will wash out the bright areas (am unavoidable consequence of the extreme contrast of the scene).
You're using class=glossyreflector but haven't specified the other material properties. The value of the attribute Kr is important. (If you didn't add it then Anim8or uses the specular factor Ks in its place). The higher this value is the more energy will be reflected, but it will also mask the basic color of the underlying materisl. Also if you set the roughness very high it will make the surface more mirror-like.
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