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Joined: May 3, 2010
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Re: Simulate sun position and lights/shadows
Hi Emmanuel,
Firstly thank you for the interesting link on caustics.
Now that advanced rendering plug-in version 1.2 has been thoroughly tested (oh! Also not forgetting the BasicPlusExtraLights.sh3f package of course! He he) will you be updating the front page so people who don't visit the forum can know about them? Many may still be using version 1.1 and not even know about 1.2.
To change the shininess of an object, you'll have to play with the shininess value and the specular color stored in the Ns et Ks parameters of its MTL file. If you're patient enough, try to render different existing homes in the galeries, and give us your opinion.
Please don't link these files in an other document, because I'll probably delete them once we decide which track to follow.
[Note] 2010/05/26: These two plug-ins were updated to support models at DAE/Collada format.
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Emmanuel Puybaret, Sweet Home 3D developer
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[Edit 1 times,
last edit by Puybaret at May 26, 2010, 6:46:31 PM]
To change the shininess of an object, you'll have to play with the shininess value and the specular color stored in the Ns et Ks parameters of its MTL file. If you're patient enough, try to render different existing homes in the galeries, and give us your opinion.
Please don't link these files in an other document, because I'll probably delete them once we decide which track to follow.
Thank you Emmanuel already downloaded and can't wait to test them!!!!!
UK
Joined: May 3, 2010
Post Count: 223
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Re: Simulate sun position and lights/shadows
I've still not managed to get a slightly shiny floor yet.
Here is how the same scene renders with the 3 different shaders.
For reference. Normal Advanced photo render version 1.2 (Shiny shader)
Phong shader
Uber shader
Uber shader seems to be badly affected by the room ceiling light, the problem disappears if the ceiling light is turned off (Emmanuel is this with Importance sampling turned on?) Phong shader is slightly affected by the ceiling light.
Here are my findings so far (apart from the floor) with Phong and Uber shaders all items that should be reflective are even more reflective, notice the knobs on the unit and strangely the curtains?
Apart from the obvious ceiling light issues, both Phong and Uber shaders render all lights used in a scene with a brighter intensity than Shiny shader, Phong slightly brighter and Uber very brightly, notice the window frame and chair reflecting brightly the lights illuminating the scene placed behind the virtual visitor.
Render speeds: Shiny shader is the fastest Phong and Uber about the same, sometimes Phong was faster, other times Uber was, it was too close to call without carrying out some accurately timed renders.
To change the shininess of an object, you'll have to play with the shininess value and the specular color stored in the Ns et Ks parameters of its MTL file. If you're patient enough, try to render different existing homes in the galeries, and give us your opinion.
Please don't link these files in an other document, because I'll probably delete them once we decide which track to follow.
and then my render become weird. unlike normal as the picture you mention above. and the i choose "tools => create advance photo". the render still weird. can you help me?