TheKitchenAbode
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Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Understand, but I have just provided the key few steps needed. The lighting works essentially like it does in real life. The brighter it is outside then the brighter it will be inside for any given amount of glazed area. Less glazing, less light, more glazing, more light. For a given area of glazing you can force more light through that area by cranking up the sun, but that also means the exterior will get brighter. If the room is still too dark then just like the real world you will need to add additional interior lights. How bright they need to be will depend upon how bright the interior is from the sun. Just like a flash light, it works great in the dark but in daylight it's not going to show as the light level from the flash light can not over come the daylight brightness. I made a few more lighting adjustments to get the room light nice and evenly lit. Now when I drop library items into the room they render up quite nicely even at their default material settings. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Just to further demonstrate the effect. Sample with sun at 1,000, lights at 500. If you look out the windows the background is way overexposed. Say I want the background view to be more normal. To do this I need to reduce the suns intensity, I dropped it to 10 Lux. But now my 500 lumen lights are way too bright. I then reduce the 3 interior lights to 110 lumens and things start to balance out. However, as the suns interior ambient contribution is so low my ceiling and the room corners are now too dark. To fix this I added 2 area point lights with shadows turned off into the room and set them to 20 lumens. I can now adjust the overall interior by changing the contribution ratio between the 3 light fixtures and the two area lights. This one has the 3 light fixtures at 30 lumens and the 2 area lights at 40 lumens. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Unfortunately it's not that straight forward. There is an interdependency between the intensity of the light fixture and that of the sun. The other thing is that the sun's contribution will be influenced by how much exterior glazing you have. The larger the window the more the light from the exterior enters the room. In this example I have two windows, the sun is at 1,000 lux and the lights are now at 500 lumens each. Exact same settings but I eliminated the larger window. As you can see, even though the light fixture lumens are the same as before they now render way too bright. -
Not light bleed, nor caulking. The sharpening was a bit overdone on that photograph when it was post processed.
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Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Here it is in a room PBR. I changed the light to a spot, 175 degree spread, shadows on, intensity 20. I changed the emissivity on the lens to 20. You can see the shadow underneath the chair. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
If I change mine to a spot the shadow problem goes away. Make sure you are changing the right one as there are 3 light sources in that fixture. The first 2 are assigned ray tracing only, you want to change the 3rd one. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Same result, missing surfaces. -
speed up if 3rd party models turned off?
TheKitchenAbode replied to Lighthouse's topic in General Q & A
Those changes should not have caused any issues. I notice that your signature states Windows 8. If that's what you are running you should update to Windows 10. Windows 8 is a bit of a lost sole sitting between Windows 7 and Windows 10. Could cause issues with newer drivers as most developers consider Windows 8 as history and they may not be doing much to ensure compatibility with it. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
I have had that problem with other light fixtures, if you turn shadows off it will go away. Seems to occur when fixtures are too close to wall and ceiling surfaces and usually only when the light source is a point light. -
speed up if 3rd party models turned off?
TheKitchenAbode replied to Lighthouse's topic in General Q & A
The "not responding" in the task manger usually means that the running program is waiting for something to be returned to it and it has not received it within a reasonable amount of time. Sometimes this goes on forever and you need to "end Task" and restart. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
It needs to be offset so it's back surface is not in the exact same plane as the ceiling, "Z" fighting. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
I dropped down from the ceiling. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
That's the one I used. Rotate the fixture in the preview window to see if all of the sides are there. I also dropped it into a plan and the side surfaces are still missing. I will run a core catalog update to see if I'm out of date. -
Surface Mounted Tube Light Symbols
TheKitchenAbode replied to Chopsaw's topic in Symbols and Content
Just took a look. Yes, mine are missing I end side surface and 1 back side surface. -
Due to some disappointment when I uploaded my plan including the original pics of the project, I went back in and made some further lighting and material property adjustment. I also adjusted the image size and perspective to be more aligned with the actual photograph. Actual Real Photograph X10 PBR Version
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Good Catch - The plain straight edge on the model just looked bad. Yes, I added a molding and changed it's color slightly from that of the main top. Would have likely come out better if I had deleted the glass top surfaces out of the symbol and then used a custom counter top with an edge profile as the top.
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Cheryl, you are more than welcome. If you wish to alter the glass effect, play with the texture stretching X/Y planes and the amount of bumping. Also, how it appears will depend upon how it is being struck by the surrounding light. If you wish the glass look to be less defendant upon your other lights open up one of the wine glasses on the main table. I converted them to an electrical light symbol. Each glass has two attached light sources to control the glass effect. If you shift the light source positions or adjust their intensity you will see how it effects the glass appearance. Also did this to the wine bottle, it's actually an electrical light fixture with 4 light sources. You could for example take the vase, symbol convert to a light fixture and assign lights to it.
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speed up if 3rd party models turned off?
TheKitchenAbode replied to Lighthouse's topic in General Q & A
I just tried that plan and if the display layers are turned off the camera renders much faster. The thing is, is that the cameras have their own display layer sets so you must make sure that you are turning things off in that specific layer set. Likely you have some things in there with a lot of surfaces. CA starts to show some lag when the surface count starts getting over 1 million or so. That base plan has about 1.2 million surfaces. When you open a camera watch along the bottom center of the screen, it will display the surface count, see if it is way high. One or more of your downloaded models may be the culprit. If I open a fresh std view camera in that plan it takes about 6 seconds for the view to generate. -
There may be some differences as I changed the glass in the windows to demonstrate reflectivity in glass on exterior views. This new reflective glass altered the amount of light contribution from the sun into the interior and as such materials will show differently.
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Oh! Oh! I'm hesitant to ask what you think of me now
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Thanks, but just to clarify, the first three of the 5 pics are actual finished project site photographs, the 4th one was may original Ray Trace back in 2015 and the 5th one is the PBR from the plan I posted. If I could get as good as the 1st three I could retire instead of being semi-retired.
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Thanks Mick. I do think that the current PBR engine is fairly capable, much more than my first impression when X10 was first released. It's the material textures and maps that need a lot of work. Also, much more detailed models would go a long way. For example the table chairs I used are way too block looking, takes away from the realism.
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Just for interest. Here are the final site pics from the plan I just sent. Here is one of the original renders (Ray Trace) done back in 2015. Now with X10 PBR.
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Thanks Mick. No problem, I really like this stuff and I'm also scaling back a bit (semi-retired), so I'm not working 24/7 these days.
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Just some notes about this. Please fell free to explore this and use whatever you find is of interest. Nothing in here is carved in stone, just examples of what can be done. Concerning the textures for the glass. They very depending upon the glass object. I'm not overly knowledgeable in this texture mapping business so consider these as just rough examples of what might be possible. Would really appreciate if someone more knowledgeable in this could pickup on this concept and see what could be done. All of the lighting is fairly basic. Just keep in mind that light intensities should be viewed as relative not absolute. If you significantly reduce or increase one type of light you may need to do the same with your other lights. You can see the effect if you just crank up the sun's LUX, the interior lights will appear to dim. Have fun and feel free to send me your thoughts, questions or additional methods that could build upon this.
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