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Simmi
07-02-2007, 05:03 AM
Hi everybody!

I want to render a BIG room with just two VERY small windows in one of its walls.
I've already tried physical sun and -sky, but the FG and/or Photon contribution reaching the room through the small openings is so little, that everything becomes quite splotty and pointed even with high accuracy. It would take quite a lot render time to get satisfying results.

So here's my question:

There's the open source, command line based lightning software "radiance". Within this program it's possible to define the window holes as secondary light sources (by the internal program "mkillum"). These secondary light sources compute their energy by the energy of the physical sun and -sky setting which is surrounding the scene. So they're spreading photons with that given energy, so that consequently there are reaching much more photons the interior room then there would with just photons from the sun.

Does anyone know, if it's possible to create such a system with mental ray, too? Is there any material or shader which can compute the global light energy contribution on itself and use it to as a new output for light energy just from the point where it is in the scene. Thus, a higher output density on a given point (windows).
Or any idea, how it could be realized in a physically correct way?
Maybe by using the path_material?


Thank you for thinking!

Greets

Simmi

royter
07-02-2007, 03:10 PM
i had the same situation,

i used the mia_physical sun and sky with the mia_material.
then i used the fg multibounce with a high "diffuse value" for the mia material. it worked good.

you can use area light, but they only work right when you have BIG windows, in the case of little windows the result wasn't "realistic".