Posts Tagged 'indirect lighting'

Indirect Lighting test

Yesterday i was playing around with the indirect lighting and environment lighting options in the renderer. Although the options are not that new anymore, and there have been many videos around, i never tried it before. So here is what i got after an afternoon, it can be tweaked much more but for a test it is enough 🙂


It is the same scene, same simulation (done in game engine then baked as f-curves, rescaled for timing). Scene has no light, only the emiting materials (emit 2.0) , and these are the scene world setting :

The factor level was boosted to 2, and a falloff effect added. The 2 first animations are the same renders, but with different color-corrections and glow values. As for the third one I slightly changed the balls, trying to use one material with a texture (with 2 values of colors) instead of 2 materials on different polygons (the middle glowy-emitting lines of polys and the rest of the ball).

You can download the .blend 3d scene here from blendswap.com: http://www.blendswap.com/blends/materials/glowing-balls-indirect-lightning/. It is creative commons license so you can of course use it as you want. I hope it can be helpful to some people.
The physics was done using the Game Engine physics, then recorded as f-curves using the Game->Record Animation option in the menus (when using Game Engine as render engine)


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