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  • Spot and Direct lights?

    I can't render Spot and Direct lights with Fstorm. Are they supported? Vray RT renders them fine.

  • #2
    hi Karba, please implement direct lights rendering!

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    • #3
      Please check the direct light options in materials settings for ligthing material, in light settings for global lights and render setup for sun.

      http://fstormrender.ru/manual/kernel-settings/

      https://fstormrender.com/manual/fstorm-material/

      https://fstormrender.com/manual/fstorm-light/
      Last edited by Sylk; 12-19-2016, 03:51 PM.
      Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
      Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro

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      • #4
        no, I mean a standard direct light

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        • #5
          +1000 for this feature.
          Octane is stuck with mesh emitting lights. i.e no focused lights apart from rudimentary ies support. No falloff controls, hotspot control, attenuation or light decay. These things are really important but I know it s a limitation with Octane and maybe the same with fstorm.

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          • #6
            I am not going to support 3ds max standard lights. Most their parameters are physically incorrect.
            you can control hotspot in fstorm light via directional angle.

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            • #7
              Originally posted by Karba View Post
              I am not going to support 3ds max standard lights. Most their parameters are physically incorrect.
              you can control hotspot in fstorm light via directional angle.
              so if I'd wanted a super focused light, or a laser, how I could do it in Fstorm ?

              for example to project an image like a cinema projector, or to project a caustic simulation? maybe at least a light that conserve better the energy and don't get so diffused?

              maybe you are tuning the render more for arch interior and the likes, but lacking all this things... man even quicksilver can do it (and quicksilver almost can't do anything right)

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              • #8
                Originally posted by Karba View Post
                I am not going to support 3ds max standard lights. Most their parameters are physically incorrect.
                you can control hotspot in fstorm light via directional angle.
                I appreciate your reply but sometimes we need artistic result, not always 100% physically correct. Anyways, on a test scene I tried to simulate dance stage lights. I created a disc light but I can't seem to achieve good result even if I adjust the directionality parameter. I can simulate them very easily with standard Max spotlight light in Vray RT. What is the way to simulate them with Fstorm?

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                • #9
                  look at this way, you are trying to do a render as realistic as it can get, I do not remember who pointed this in the forum before me now, but just passing caustics cause is difficult make you miss the target, same way if you do a physical implementation but that take ages to render, kind of miss the target too
                  implementing a light source with no dispersion and no diffusion and the ability to load a projection map could ease the things a lot, seriously look at quicksilver, it can do it

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                  • #10
                    Originally posted by Karba View Post
                    I am not going to support 3ds max standard lights. Most their parameters are physically incorrect.
                    you can control hotspot in fstorm light via directional angle.
                    That's a good start but what about light decay control, lens options for creating hotspots separate to falloff. You have little control over the light emitters, more control = more options. Not everyone is using fstorm to make purely accurate architectural renders. I use it for vfx compositing, and when you are trying to match to a plate shot on a film set that has been lit with lots of lensed lights, bounce boards, flags, lights with focus-able beams and barn doors to create shafts of light or projector lights used to create light patterns on walls - its really important to be able to match this kind of lighting. Octane is not up to it and I hope you reconsider with Fstorm.

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                    • #11
                      +1 I only do artistic shots and struggle to get lighting I want.
                      FS certainly has the power for physically correct, I can only imagine the possibilities if you introduce light source lens effect settings etc.
                      Please consider or possible you have work-around Karba..

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