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Tagged: lightning
- This topic has 4 replies, 3 voices, and was last updated 1 month ago by Michael Grebstad.
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2024-10-21 at 1:45 pm #78032Michael GrebstadCustomer
Hi, im trying to figure out a very simple and optimized workflow for creating “realistic” environment lightning, preferably a sunlight to make shadows and glossiness on different surfaces, + ssao, the hdr lightning is great for outdoors when only outdoors, but if you want to go inside, or under a bridge or something, that hdr lightning doesnt work, you basically get outside lightning indoors. is there a way to have two seperate world shaders? one for outside, and one for innside? or any other alternatives?. i cant simply go ahead and bake lightnings, since this is a very dynamic project.
2024-10-21 at 1:58 pm #78033kdvParticipantYou can use cubemaps for interiors.
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2024-10-22 at 4:36 am #78039xeonCustomerI think it will all depend on your specific lighting needs and how subtle the effect has to be. If you are trying to replicate lighting found in ray tracing and the subtleties of low light conditions and do this dynamically bouncing from interior to exterior or low light to sun light you are going to be in a difficult situation.
Depending on your scene complexity adding physical lights may make the scene overly bloated and non performant, where as baking two sets of textures (exterior and interior) may not be practical…then you are left with very few choices.
Equirectangular vs CubeMap…I think thats a subjective call depending on your scene needs and wether the poles created in a equirectangular map are really causing an issue or not. From the sounds of it..they arent…its just that the HDR you are using is casting too much light for your interior scene.
The good news is the Verge3D_Environment_Shader material is accessible through the material puzzles. This allows you to use Mix Shaders that allow you to add filters to an HDR or mix between 2 or more environmental textures to get something you like or two change from day to night, interior to exterior. Just don’t animate them bad stuff can happen but have had no problem swapping settings unless this is for mobile deployment…then it may be a big tough.
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Tutorials - https://www.xeons3dlab.com2024-10-22 at 6:38 am #78040Michael GrebstadCustomerThanks for replying guys! appreciate all help i can get.
i know im left to eighter cubemaps or eq, so is it even possible to make the Verge3D_Environment_Shader only illuminate certain surfaces or materials? in other words only shaders/surfaces that are outside, and have different materials for indoor use which is unaffected by Verge3D_Environment_Shader, i would guess not without digging into coding.
the other alternative i see is to completely ditch Verge3D_Environment_Shader, leave it black, and then illuminate everything on shader level, the first issue with this is normal/bump maps, ++ different maps, spec, rough etc.. and ambient occlusion doesnt seem to work very well with emitting shaders.
2024-10-22 at 7:57 am #78041Michael GrebstadCustomerso i made a test, this is very simple, its a regular hdr background, and two sets of material shaders, one for innside and one for outside, the only trickery here is that the innside shader has a plain color mixer node with regular mix between the texture node and a pure black color to dim it down, and a glossy shader tuned way down, theres also a sunlight with with a strength of 20, with shadows applied.
https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:2763f06675/ambient_test/ambient_test.html
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