Non-spherical light sources

Started by chipsidale, March 04, 2008, 10:47:52 AM

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chipsidale

Hi all,

is it possible to create light sources having various shapes, like ellipsoids, cylinders, boxes?

Thanks

Tangled-Universe

Perhaps you can import a model with the desired shapes and attach a default shader to its surface shader input.
In the default shader there's a luminosity function and maybe cranking this up (a lot) can serve as a light source.

Martin

rcallicotte

No.  But, you can put light sources inside of objects...except as explained by TU by using Luminosity.
So this is Disney World.  Can we live here?

chipsidale

Thank you for your answers. I'm a beginner and I still have to discover how to create/import objects and then attach light to them, but I hope I will find out.

rcallicotte

Keep playing.  The biggest thing about moving lights around is remembering to enter the XYZ coordinates to where you want the location to be.  The Luminosity setting is something you can experiment with, but I've found it to have a wide variety of possibilities.
So this is Disney World.  Can we live here?

chipsidale

I succeeded in adding a cylinder as obj file.
I forgot to mention that this cylinder is 10 km long and it is up at 5km and I would like it to behave like a sun, to light the scene. The luminosity seems to little if the sun is removed. Also a light source at maximum strength does not help much. Is there a solution other than adding a lot of light sources by hand in the XML file (tgd file)?
Thanks

Oshyan

You can increase luminosity well beyond the slider's maximum. Try very high values and be sure GI is enabled...

- Oshyan

chipsidale

Quote from: Oshyan on March 05, 2008, 04:05:33 AM
You can increase luminosity well beyond the slider's maximum. Try very high values and be sure GI is enabled...

- Oshyan

Yes, thank you, I've just seen that :).
Still remains the problem of point light source instead of cylinder light source.

Oshyan

Try increasing luminosity in the default shader of your object. Luminous surfaces can provide light to the scene when GI is enabled...

- Oshyan

chipsidale

Quote from: Oshyan on March 05, 2008, 04:32:17 AM
Try increasing luminosity in the default shader of your object. Luminous surfaces can provide light to the scene when GI is enabled...

- Oshyan

Thank you. It works (still needs some tweaking but this is the way).

I also want to change the curvature of the horizon to up (cylinder world too). I intent to use displacement functions to make this. I will ask if I am not able to do it right.

Seth

Quote from: calico on March 04, 2008, 10:55:06 AM
No.  But, you can put light sources inside of objects...


I tried it... it's fun... it's like spot light :)

rcallicotte

Seth, how did you do that?  It looks like another program.
So this is Disney World.  Can we live here?

Seth

hehehehe
i create a cone in Blender then export it as obj...
then i import it in TG2 and did what you suggest : put a light inside it... oh and i add reflectivity to the cone... ^^

rcallicotte

Cool.  Creative.  I'm amazed at what people have figured out with this program.
So this is Disney World.  Can we live here?