About shadows and emission

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B.Y.O.B.
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Re: About shadows and emission

Post by B.Y.O.B. » Fri Nov 23, 2018 4:20 pm

wasd wrote:
Fri Nov 23, 2018 3:34 pm
Reference:
Looks like the bulb is not completely clean glass. Theres some dust and dirt on it that is scattering the light around.
You could try mixing archglass with some mattetranslucent.
wasd wrote:
Fri Nov 23, 2018 3:53 pm
Besides, in my opinion, nobody needs architectural glass. In my personal list of the worst and useless things in Luxcore architectural glass is number one.
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wasd
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Re: About shadows and emission

Post by wasd » Fri Nov 23, 2018 5:00 pm

B.Y.O.B. wrote:
Fri Nov 23, 2018 4:20 pm
Looks like the bulb is not completely clean glass. Theres some dust and dirt on it that is scattering the light around.
You could try mixing archglass with some mattetranslucent.
There's no dirt. It's brand new, though there's quite a few dust particles. I agree that mixing in some matte translucent will get it looking more realistic. As I've already said, rough glass is pretty close to the reference.
I'll try what you suggest anyway.
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lighting_freak
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Re: About shadows and emission

Post by lighting_freak » Fri Nov 23, 2018 5:44 pm

Hi,

What makes the bulb looking funny while using the filament as an emitter? Should be the most realistic option, shouldn't it?

BR
OS - Windows 7 X64
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wasd
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Re: About shadows and emission

Post by wasd » Fri Nov 23, 2018 7:30 pm

lighting_freak wrote:
Fri Nov 23, 2018 5:44 pm
Hi,

What makes the bulb looking funny while using the filament as an emitter? Should be the most realistic option, shouldn't it?

BR
It should... Actually, it is glass material that's funny.

Here is my intermediate conclusion to this point:
1) It is impossible (at least for me) to render realistic incandescent light bulb with realistic parameters and realistic geometry.
2) Rough glass is very close to the real thing, but generates very much noise.
3) Mixing architectural glass with matte translucent is far from real thing.
3b) Just matte translucent may be used for frosted bulb.
3c) Matte with emission is the same, but you need no light inside the bulb.
4) Dust particles, bloom and glare make render look more realistic, but definitely not the things that define realism of the bulb. It is material of the bulb that's make bulb look realistic or not.
5) I wish there was a better glass material.
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lighting_freak
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Re: About shadows and emission

Post by lighting_freak » Fri Nov 23, 2018 11:33 pm

Hey,

Will your share your scene? Maybe we could try to improve settings...
Lux render glass material is one of the best regarding realism. It should be possible to make it look like the real thing.

BR
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
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wasd
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Re: About shadows and emission

Post by wasd » Sat Nov 24, 2018 12:08 am

lighting_freak wrote:
Fri Nov 23, 2018 11:33 pm
Hey,

Will your share your scene? Maybe we could try to improve settings...
Lux render glass material is one of the best regarding realism. It should be possible to make it look like the real thing.

BR
table texture: https://cc0textures.com/view.php?tex=Wood09
layers: [0] table, [1] room, [3] E27 screw, [5] bulb, [13] filament, [14] stem
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lighting_freak
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Re: About shadows and emission

Post by lighting_freak » Sun Nov 25, 2018 5:52 pm

Hi,

I'm starting to understand your issue. I'm also not able to reach a nice result within an accaptle time.
Trying to reduce time leads to some issues with network rendering.
I posted this into another thread.

This is a mix of rough glass and architectural glass (350 samples)
1.jpg
This is pure architectural (30 samples quick)
2.jpg
The problem seems to be the typical Specular - Diffuse - Specular thing, that is really hard to render.

BR
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease

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