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Hash, Inc. - Animation:Master

Scene Lighting and shadows


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Please have a look at this carscene.

 

I have some questions:

 

I have a sunlight directed from the left and a klieglight from the right enligthening the sign

and cast shadows on, but the shadows are not like I would expect them.

 

Under the car it looks as if only the axles and tyres cast shadow but not the body of the car, also there is no shadow under the bridge

and the sign is casting no shadow as well ( I would expect like see my painting.)

 

Second, is there a way to avoid decals showing from the backside.

 

Any help?

 

Thank you

 

Jake

Sc05CrossroadTest15.jpg

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Change the shadow option in the kliegs to raytraced. With z-buffer, you need to double up the surfaces......so the sign would need a back (with the normal flipped the right way.....perhaps you could try just flipping the normal now) and the car would have a floor and thick walls.

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Change the shadow option in the kliegs to raytraced. With z-buffer, you need to double up the surfaces......so the sign would need a back (with the normal flipped the right way.....perhaps you could try just flipping the normal now) and the car would have a floor and thick walls.

 

 

The sign has a back with correct normals.

(maybe the shadow is washed away by the sunlight?)

 

 

Especially the carshadow bothers me.

 

Does it matter that my scene has a very big scale?

 

I heard maybe I would need some skydome to correctly illuminate this?

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The sign has a back with correct normals.

(maybe the shadow is washed away by the sunlight?)

 

Especially the carshadow bothers me.

Make sure your ground have "cast shadow" turned on if you want to use z-buffer shadows. I recommend you use ray-traced shadows anyway.

 

Does it matter that my scene has a very big scale
Not at all.

 

I heard maybe I would need some skydome to correctly illuminate this?
That would be way overkill.
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  • 2 weeks later...

Further work on this scene,

pushed the mainlights to 120%, maybe a bit too bright now and only the sunlight from the left is casting raytraced shadows now

with level 5.

Now I am tinkering with the red brake carlights.

Its volumetric, the right 2000% the left the left 3000% for testing purposes.

 

Does anybody know, how to avoid this kind of "cut off shape" ?

 

Is volumetric the best for this purpose anyhow?

 

Any hints and critics highly welcome.

 

And merry christmas and a happy new year 2008 everybody!

 

;>) Jake

Sc05CrossroadTest211207.mov

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Is volumetric the best for this purpose anyhow?

 

perhaps using the glow property would be better? (and not use volumetric for the brake lights - looks strange - given that it's a daylight scene)

 

If you do want to use volumetric - you might shorten the focal distance so that it doesn't extend so far.

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the car shadow might be getting effected by the light you have by the sign...are you sure you need it?

 

also bases on the shadow it looks like your bus isn't on the ground O_o

 

also as for the brake lights you should use 2 lights. if its intended for the brake light to cast light, have one light to do that. then for the volumetric have have a second light(preferably a small bulb) with no diffuse, shadows, or specular on, just volumetric. that might make it easier...

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>

the car shadow might be getting effected by the light you have by the sign...are you sure you need it?

 

 

>also bases on the shadow it looks like your bus isn't on the ground O_o

 

Do you advise to use a surface constraint perhaps?

 

>also as for the brake lights you should use 2 lights. if its intended for the brake light to cast light, have one light to do that. then for the volumetric have have a second light(preferably a small bulb) with no diffuse, shadows, or specular on, just volumetric. that might make it easier...

 

 

;>) Jake

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