Netherlands
Joined: Sep 26, 2009
Post Count: 4000
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How to improve illumination in SH3D ?
Today I found a post from Emmanuel that gave me an idea to try and improve the illumination of a rendered scene in SH3D. After some experimentation this is what I found.
The SH3D file and two pictures are added at the end of this post.
Draw a room with four walls. Now carefully add four "rooms" within that room by drawing them with the room-tool. Now decorate your room. In 3D-view --> Modify move the brightness slider to aprox. 75. Using 3D-View --> Create Photo take a photo of the room with quality setting 2 or 3. The room will now be more evenly lit than when you use just one floor. Especially in large rooms this is a big advantage.
There are a few drawbacks, maybe even a bug. - You have to draw the four (or three, or six) rooms very carefully to avoid visible gaps in the floor texture. Don't make the rooms too small, because the walls will become too light and will show "overexposure" near the ceiling. My guess is that 2x2 or 3x3 meters would be OK. - My first idea was to go to 3D-View --> Modify --> Ground Texture and set the ground texture for the entire scene. Then I made a transparent texture and used that for several small "rooms" (1x1 meter) that I superimposed on the general floor. Unfortunately the renderer doesn't allow this transparency and shows it as a white or black square (I tried GIF and PNG textures, in black and white with transparency set to 100%). - Superimposing smaller rooms on a large room doesn't work either, because the smaller rooms disappear beneath the large floor, and their light is discounted when the render is made. - The rendering causes some artifacts in the form of streaks or shadows.
Anyhow, it's easier than using Blender (for me at least) and gives a much better result.
Hans
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Hans
new website - under constuction hansdirkse.info
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[Edit 6 times,
last edit by hansmex at Dec 29, 2009, 9:00:24 AM]