Lights in 3D rendering

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maudard
Posts: 6
Joined: Tue Feb 18, 2014 2:33 pm

Lights in 3D rendering

Post by maudard »

Hi

Here's another wish. It would be great if one could add models of lights on the roof or on the walls, and then use their places as light source for the 3D rendering.

Cheers
okh
Posts: 1545
Joined: Sun May 12, 2013 9:43 pm

Re: Lights in 3D rendering

Post by okh »

Did you try out the various light sources? If that is not what you mean, it is also possible to include light properties to a model in a Furniture library.
maudard
Posts: 6
Joined: Tue Feb 18, 2014 2:33 pm

Re: Lights in 3D rendering

Post by maudard »

I must apologize for this thread. It appears that I did not look deep enough, and I agree that the lights take this into account.

I still need to find out, however, what the percentage of light intensity means, i.e., relatively to what.
okh
Posts: 1545
Joined: Sun May 12, 2013 9:43 pm

Re: Lights in 3D rendering

Post by okh »

Well, 0% means no light, 100% is as strong as it gets. In addition a colour is assigned to each light source (this cannot be edited - unless you dive into the .properties file of a library). By choosing the different coloured lights, you can approximate the colour temperature of the actual light source.

The way the light renders also depends on 'competing light sources': i.e. sun height (time of day, date, compass position) and whether ceiling lights are checked in the photo rendering.

To direct the light, you can place it within objects/walls with openings.

In other words, you have very many elements to play with to get the desired effect. Experimenting may just be the best way of creating your perfect design...

ok
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SnakeGB
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Joined: Mon Feb 24, 2014 11:20 am

Re: Lights in 3D rendering

Post by SnakeGB »

Did you try out the various light sources? If that is not what you mean, it is also possible to include light properties to a model in a Furniture library.
how do you add lights to a model, in the furniture library?

so it shows up in the model properties
okh
Posts: 1545
Joined: Sun May 12, 2013 9:43 pm

Re: Lights in 3D rendering

Post by okh »

The by far easiest is to add the model and the light source separately (group them if you wish to move model and source).

If you do not feel daunted by diving somewhat deeper, you can edit the properties of library models yourself.

the SVG guide, pages 9 and 10 gives you an example of how to edit/add the properties, and also light source properties, in the library file. That is just an example, but in the links you should find more information about editing properties.

ok
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SnakeGB
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Joined: Mon Feb 24, 2014 11:20 am

Re: Lights in 3D rendering

Post by SnakeGB »

The by far easiest is to add the model and the light source separately (group them if you wish to move model and source).

If you do not feel daunted by diving somewhat deeper, you can edit the properties of library models yourself.

the SVG guide, pages 9 and 10 gives you an example of how to edit/add the properties, and also light source properties, in the library file. That is just an example, but in the links you should find more information about editing properties.

ok

Thanks

ive had a go but this just wont give me the light source box baffled as to why not!!

#
# PluginFurnitureCatalog.properties Sat Mar 08 17:43:56 GMT 2014
# Generated by com.eteks.sweethome3d.plugin.exportsh3f.ExportSH3FPlugin
#

id#1=SGB#Spot
name#1=Spot
tags#2=Spot
category#1=Lights
icon#1=/Spot1.png
model#1=/Spot.pref/model.obj
multiPartModel#1=true
width#1=11.137871
depth#1=10.779611
height#1=13.32341
movable#1=true
doorOrWindow#1=false
lightSourceX#2=5.4
lightSourceY#2=5.4
lightSourceZ#2=7.0
lightSourceColor#2=#ffffff
lightSourceDiameter#2=5.0
elevation#1=250.0
okh
Posts: 1545
Joined: Sun May 12, 2013 9:43 pm

Re: Lights in 3D rendering

Post by okh »

Almost there [:)] Numeric model identifiers are wrong - your lightsource properties are #2 while the other model properties are #1.

Should be:
lightSourceX#1=5.4
lightSourceY#1=5.4
lightSourceZ#1=7.0
lightSourceColor#1=#ffffff
lightSourceDiameter#1=5.0

ok

PS: #ffffff is very very white.... - to make it realistic you might want to add a touch of yellowish
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