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How to prevent light leaks?
show user profile  digital3ds
mr photgraphic exposure control, with a photometric free light.. I'd like to constrain the light within these little ports lining the base, but as you can see, theres light leaking everywhere. I like the intensity the port is putting out. Any solutions?


- Mike Sawicki




read 386 times
12/10/2011 2:11:26 AM (last edit: 12/10/2011 2:12:07 AM)
show user profile  Mr_Stabby
well i dont really understand the shape of the object from the picture but first i need you to specify - you do have shadows on right? and is this a FG issue?

read 359 times
12/10/2011 8:44:58 AM (last edit: 12/10/2011 8:44:58 AM)
show user profile  digital3ds
Indeed it was FG, thank you. There was still some, but i changed to a rectangular, render-able light and the problem is gone. Unfortunately now there is no light "flowing" from the ports. I guess ill have to cycle through some lights until I finger her out. Thanks man.


- Mike Sawicki




read 350 times
12/10/2011 10:38:08 AM (last edit: 12/10/2011 10:38:08 AM)
show user profile  Davious
I don't know much about MR, but wouldn't a self illumination material be useful here? Or even a glow. Just have a render of just the 'light' area and use layers in PS to ramp it.

" Difficult, yes. Impossible , no..."
read 338 times
12/10/2011 11:35:52 AM (last edit: 12/10/2011 11:35:52 AM)
show user profile  Mr_Stabby
oh i see whats going on now, the problem is that FG doesn't really understand thin surface cornering so everything that isnt closed off by itself bleeds to its surroundings. Even if you do close off parts of the mesh the parts will bleed into themselves around the corners too.. to combat this you could try limiting the sampling radius and upping the fg point density but it wouldnt be very render time efficient. FG was designed more for situations that keep the light out not in..

You might have some luck using the self illumination of A&D material and checking the "illuminates scene with fg" box, it looks great when set up properly but requires rather high amount of fg sampling to actually see the effects on the scene.

either way if you really want some light shafting out of the holes you're going to need to make a partii volume shaded box or something around it

read 336 times
12/10/2011 11:49:05 AM (last edit: 12/10/2011 11:52:50 AM)
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