HoudiniSunCheck_Slit_sciVfx.png (9.6 KB) HoudiniSunCheck_Eclipse_sciVfx.png (4.0 KB) HoudiniSunCheck_CameraObscura_corr_sciVfx.png (83. Didnt mention this in my atmospherics tutorial in 3D Artist mag #116 issue… If I get few thumbsups/likes, I'll share other fancy scientific stuff like this These are empiric checks, as much as it can be in a 3D software. the global alpha value used by the soft transparent shadow rendering code. While fans might wish for a more traditional follow me. (Drigax) Changed glTF loader to remove empty animation groups if there are. So it seems this is the ANGULAR RADIUS of the light source. William Shatner, er, Bill is the walkingor horse ridingdefinition of older and wiser, and You Can Call Me Bill showcases that. The green emissive cylinder at the left has the expected diameter: 0.00925 (…but no GI) I used Angular Size=1/4 (0.25) for all 3 checks. I beat a very tiny hole on the surface with a cylinder+boolean. The previous two just show the direct appearance of the Sun (Render Light Geometry ON), but this is a diffuse poly plane in the center of a sphere with 1 unit radius. We can see the dotted fringe effect because of the low-poly sphere. So I always check renderers how accurate they are Did a double check earlier, but now it's triple: Slit width: 0.5 degrees (cylinder with 720 sides, one blasted) Eclipse with a poly sphere: Distance: 150 000 (rounded) Radius: 695.7 Scaled down the real scales by one million. Clouds make the scenario more compex …Īs an earth scientist, I'm bit of a geek in terms of natural phenomena. This is not the case when using the Vray sun. The cast shadows do soften, however the terminator shadow line on objects stays hard. When using 'ray traced shadows' and increasing the light angle. You can set it in the skylight node with the Haziness (Sky Env.Map/Sky tab). Im having an issue achieving a soft terminator shadow line with the Maya directional light. I believe that making blurry shadows in vray will increase rendering times, so I am thinking of doing it in photoshop with the 'shadow only' export. If there is haze, you can see the effects of it as a secondary “light source”, a glow-like gradient along the edge of the direct shadows, metallic-like secondary reflections around the crispy highlights, etc. One more thing, is there any way I can export just the shadows from vray render I can export raw shadows from native sketchup Jpeg exports but have no idea how to export shadows from vray. The blurry penumbra of the direct shadows on a sunny day is caused by the visible angular size of the Sun, not by the haze. So you should set the Angular Size in the skylight node (Sky Env.Map/Sun tab) to 1/4 (or 0.25, but Houdini calculates the /) - it seems ok for me based on my measurements. However Houdini expects that you are building a scene on the Mercury or even closer to the Sun, because the visible angle of it on the Earth is much smaller, just slightly more than half degree. It creates a light with this sun mode by default (Type: Sun) and also a skylight which is based on a Siggraph paper, few years back. [ You can use this Sky Light shelf tool (Lights and Cameras tab) as a starting point.
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