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AO colour control and sunlight Penumbra scatter
Posted: Thu May 20, 2010 12:44 am
by [gk]
I would like to request an RGB colour input device for the AO node to control the intensity in a b/w scale as well as its base colour ( combined is fine as well )
I would also like to request area shadows on the sun. As the sun already, presumably use a formula that increase the Penumbra with 1cm roughly for each 1 meter a ray travels.
mads
Re: AO colour control and sunlight Penumbra scatter
Posted: Thu May 20, 2010 12:22 pm
by radiance
that 'AO' node ?
regarding sun / penumbra, why would you want to change this ? is'nt it better to have a correct result ?
Radiance
Re: AO colour control and sunlight Penumbra scatter
Posted: Thu May 20, 2010 3:31 pm
by [gk]
true, the default penumbra increase over distance is perfect. But -
If you hook the scatter up to a slider, we can use the sun light as a Diffused spot ( can use that for a ton of artistic cases ) Its already a diffuser but just locked in a fixed setup.
Regarding the "ao node", well - wrong formulation. In the kernel under Direct light mode, we got a slider for the Ambient occlusion Distance.
This distance is a very good way to fake skylight and also faster than pathtrace.
in the thread with the kitchen animation a user uploaded today you can see that the ambient occlusion is too present. The effect and aproach is great. However - The AO shadows are too dominant - if we have a colour b/w slider attached to the AO we can lower the contrast down, or up, depending on the situation. In Real life AO isnt too dominant in a few situations, we could solve those situations with a colour/intensity slider.
-mads
Re: AO colour control and sunlight Penumbra scatter
Posted: Thu May 20, 2010 3:46 pm
by radiance
[gk] wrote:true, the default penumbra increase over distance is perfect. But -
If you hook the scatter up to a slider, we can use the sun light as a Diffused spot ( can use that for a ton of artistic cases ) Its already a diffuser but just locked in a fixed setup.
Regarding the "ao node", well - wrong formulation. In the kernel under Direct light mode, we got a slider for the Ambient occlusion Distance.
This distance is a very good way to fake skylight and also faster than pathtrace.
in the thread with the kitchen animation a user uploaded today you can see that the ambient occlusion is too present. The effect and aproach is great. However - The AO shadows are too dominant - if we have a colour b/w slider attached to the AO we can lower the contrast down, or up, depending on the situation. In Real life AO isnt too dominant in a few situations, we could solve those situations with a colour/intensity slider.
-mads
Why not just wait for area lights ?
Also, i'd like to finish the engine first, before i start adding exotic requests, so these will go on the long-term list...
Radiance