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General => Terragen Discussion => Topic started by: Thejazzshadow on April 15, 2009, 04:13:34 PM

Title: lighting question
Post by: Thejazzshadow on April 15, 2009, 04:13:34 PM
This is a scene I am working on. How can I see the trees without changing the sun's altitude?
Title: Re: lighting question
Post by: rcallicotte on April 15, 2009, 04:19:51 PM
There are a number of ways. Here are a couple -

Title: Re: lighting question
Post by: Mohawk20 on April 15, 2009, 05:07:29 PM
Or you could add a second sun with really low strength...
Title: Re: lighting question
Post by: rcallicotte on April 15, 2009, 05:43:58 PM
Mohawk is correct.  There are many ways.  Having a sun with less strength at 180 degrees from the main sun will do it.  Creating another new Environment Light will do it (try using Ambient Occlusion set on low settings).
Title: Re: lighting question
Post by: jo on April 15, 2009, 07:03:28 PM
Hi,

You could change the exposure.

Regards,

Jo
Title: Re: lighting question
Post by: Mohawk20 on April 16, 2009, 03:31:31 AM
Quote from: jo on April 15, 2009, 07:03:28 PM
Hi,

You could change the exposure.

Regards,

Jo

Which would probably be the best solution (why didn't I think of that earlier?!  ::)).  ;D
Title: Re: lighting question
Post by: Tangled-Universe on April 16, 2009, 04:37:52 AM
If you still have the .EXR output you even won't have to render it again probably :)
Title: Re: lighting question
Post by: JimB on April 16, 2009, 07:19:22 AM
Quote from: Tangled-Universe on April 16, 2009, 04:37:52 AM
If you still have the .EXR output you even won't have to render it again probably :)

The EXR output isn't floating point but 16-bit, so I'd get it roughly right to start with using Jo's suggestion.
Title: Re: lighting question
Post by: neuspadrin on April 16, 2009, 08:43:00 AM
I thought exr was a 32  bit? In Photoshop it opens up on mode 32bits/channel
Title: Re: lighting question
Post by: LaFrance on April 16, 2009, 07:02:21 PM
EXR is a strange beast. I don't know the math in depth, and perhaps implementations differ, but, roughly the way it's structured is that it's floating point  but only holds values up to roughly 65k.
(this limits it's usefulness as a zdepth pass, btw, for extremely large scenes... we use .exr's alot at work, but output separate 32bit tiff files for zdepth)

Brian