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The snapshot was grabbed right out of MakeHuman.

 

Ok, I did resize it to 4K, but there are no touch ups. What you see is what was rendered in MakeHuman, using Advanced Render and Lightmap SSS under the Rendering options. Technically, I did edit the male model, with regards to the facial features and all that, but, beyond the resizing, I did nothing else to the pic.

 

Using an IBL Lightmap: Helipad GoldenHour by Blochi (www.hdrlabs.com/sibl/archive.html)

Façade sud de la cathédrale du Havre, assez érodée, et sa route en pavée rongée par les plantes rampantes. Thème inspiré par un jeu "Thief: The Dark Project", ou "Dark Project la Guilde des Voleurs" en français, les missions "La cathédrale hantée" et "Retour à la cathédrale". Inspiré de cette image s2-ssl.dmcdn.net/AM-vA/x1080-FWb.jpg ... Donc une cathédrale abandonnée à moitié en ruine, mais où règne encore une certaine présence...

 

Il faut noter que le rendu tente de s'approcher du rendu du jeu, mais avec quelques changements: à la base monochrome (lumière et ombre, ou lightmap en anglais, en noir et blanc, 8-bit avec des contraste assez fort); j'ai préféré gardé un peu le bleu du ciel, un peu de couleur chaude dégagée par les projecteurs (mais dé-saturée largement). La couleur un bleu-vert est inspiré par le rendu verdâtre des jeux avec lightmap 8-bit tournant sur des ordinateurs modernes aux couleurs 32-bit mais ne trouvant pas de couleur adaptée applique une couleur correspondant à une perte de champs (les photographes connaissent ces déviations lorsqu'une photo est

très sous-exposée, et que l'on cherche à récupérer les ombres). Je n'ai pas opté pour du verdâtre mais pour un bleu-vert pour une certaine esthétique, le but n'étant pas de mimé les défaut de rendu d'un vieux jeux vidéo sur une carte graphique moderne. Voilà toute l'explication de l’inspiration de ce cliché !

#Bleached out Avatar in #SecondLife using a grey lightmap.

 

A close-up render of my Structure Synth/Sunflow variation on a previous rendering.

 

Full render is 3000x2000 and is fun to inspect at that size to see all the reflections and refractions. Lit the same way as the previous image in my photostream.

 

Here are the render stats (the anti-aliasing and the tracing depth are what kill the render speed, it seems):

 

SCENE info : Scene stats:

SCENE info : * Infinite instances: 2

SCENE info : * Instances: 4434

SCENE info : * Primitives: 49457

SCENE info : * Instance accel: auto

SCENE info : * Scene bounds: (-2.45, -3.38, -0.45) to (1.45, 0.63, 3.45)

SCENE info : * Scene center: (-0.50, -1.38, 1.50)

SCENE info : * Scene diameter: 6.81

SCENE info : * Lightmap bake: off

LIGHT info : Light Server stats:

LIGHT info : * Light sources found: 1

LIGHT info : * Light samples: 129

LIGHT info : * Max raytrace depth:

LIGHT info : - Diffuse 2

LIGHT info : - Reflection 8

LIGHT info : - Refraction 8

LIGHT info : * GI engine none

LIGHT info : * Caustics: none

LIGHT info : * Shader override: false

LIGHT info : * Photon override: false

LIGHT info : * Shading cache: off

LIGHT info : * Build time: 0ms

SCENE info : Rendering ...

BCKT info : Bucket renderer settings:

BCKT info : * Resolution: 3000x2000

BCKT info : * Bucket size: 32

BCKT info : * Number of buckets: 94x63

BCKT info : * Anti-aliasing: 4 samples -> 16 samples (adaptive)

BCKT info : * Rays per sample: 1

BCKT info : * Subpixel jitter: off

BCKT info : * Contrast threshold: 0.10

BCKT info : * Filter type: mitchell

BCKT info : * Filter size: 4.00 pixels

BCKT info : Render time: 9:17:33.9

SCENE info : Done.

 

©David C. Pearson, M.D.

Just a shot of the background with the same focal settings as when I took a shot of the mirrorball. HDR.

 

Here's an old version of Triangle3D (non completed demo) using this as a lightmap.

www.unitzeroone.com/labs/Triangle3DOld/Alt.html

original :

www.unitzeroone.com/labs/Triangle3DOld/

A broken NeXT workstation I found in the e-waste bin. It's the first time I've seen one. I remember, in the mid 90's, reading about how John Carmack set up a fast NeXT machine to preprocess Quake lightmaps.

Set the time to midnight to see if lightmaps and such had survived the partial resurrection of the edited Cotterell map, and there was still a Kinch operated U18 travelling around empty!

WorldMachine island render with baked lightmaps and flowmap. Water bodies, rivers, streams and the ocean added using photoshop. The island is still a long way from being finished, but the basic layout is now complete, allowing me to focus on medium to high levels of detail. Once the island has been almost fully detailed at a medium to high level, i can start adding textures and vegetation. I want to postpone texturing and adding vegetation till the end as it will dramatically effect performance in the editor and i dont want to get sidetracked with those details. I want to avoid using lots of geometry objects such as rocks to shape the terrain, as i will be pushing the limits of objects in one map, instead focusing on making the terrain as detailed as possible and use voxels for the more intricate details.

 

I should point out that this image is in fact a full size 4096 render, but due to the limitations of the Flickr basic account, image sizes are limited to 1024.

 

When im a little more financially able, i will buy a pro account so the full size images can be seen.

Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!

Another screenshot from my unnamed "engine".

 

The scene consists of one camaro model, 40 stone pillars, and one shadow-casting spotlight.

 

The way the shadowmapping works is that the entire scene is rendered from the lights point of view, but the color of each pixel is not rendered, instead the depth is stored for each pixel. This results in a surface containing information about what the light actually "sees", and thus, what it does not see ( = what will be shadowed). Its pretty neat.

This way the quality of the shadows can be adjusted by changing the resolution of the shadow map. In this screenshot I am using a 1024x1024 sized map.

 

You may also note that the field of view is a little wider in this screenshot.

 

This project needs a name, any suggestions?

Testing with a more complex scene (this is the original WITHOUT lightmaps applied)

second floor of the architecture school

a 3D light graph of sorts

the mirrors on the ceiling really embellish the enchantment factor

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

I bought this mirrorball in a danish living store. Apparantly used decorative normally (who doesn't like shiny round things), the woman at the counter was surprised I just bought one. It's small, but it does the job. Don't expect to get good panorama images from it though.

 

Here's an old version of Triangle3D (non completed demo) using this as a lightmap.

www.unitzeroone.com/labs/Triangle3DOld/Alt.html

original :

www.unitzeroone.com/labs/Triangle3DOld/

Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!

The basic lighting in my deferred renderer is now complete.

 

This picture shows the different surfaces that are created and used to compose the final image.

The top left image is the scene without any light.

In the top right image, each texel describes the normal of the surface at that exact point.

The bottom left image consists of depth information.

The bottom right image is a lightmap created using the information stored in the normal-map and depth-map.

 

There are 5 lights in the image, 3 pointlights (the red, blue and green lights), 1 spotlight adding illumination from straight above, and one ambient light giving light to the entire scene.

 

And, obviously, the image in the middle is the final composed image.

 

The next part I'm going to struggle with is shadowing.

Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!

Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!

Fits your standard festoon bulb fixture.

-Lighting (Lightmaps)

-laying out LightmapUV's

-Ring shaders

-Animated Banners

API info : Building scene instance list for rendering ...

API warn : Ignoring empty instance: "shape12886424.instance"

API warn : Ignoring empty instance: "shape4084687.instance"

API warn : Ignoring empty instance: "shape8239415.instance"

API warn : Ignoring empty instance: "shape5785980.instance"

API warn : Ignoring empty instance: "shape3470405.instance"

API warn : Ignoring empty instance: "shape14708200.instance"

API warn : Ignoring empty instance: "shape5473986.instance"

API warn : Ignoring empty instance: "shape4783040.instance"

API warn : Ignoring empty instance: "shape9338708.instance"

API warn : Ignoring empty instance: "shape12506065.instance"

API warn : Ignoring empty instance: "shape518154.instance"

API info : Building scene light list for rendering ...

SCENE info : Scene stats:

SCENE info : * Infinite instances: 1

SCENE info : * Instances: 89

SCENE info : * Primitives: 9471

SCENE info : * Instance accel: auto

SCENE info : * Scene bounds: (-3229,75, -2906,66, -3819,02) to (3110,45, 3484,86, 1175,46)

SCENE info : * Scene center: (-59,65, 289,10, -1321,78)

SCENE info : * Scene diameter: 10295,36

SCENE info : * Lightmap bake: off

LIGHT info : Instant Global Illumination settings:

LIGHT info : * Samples: 64

LIGHT info : * Sets: 1

LIGHT info : * Bias bound: 0,000300

LIGHT info : * Bias rays: 0

LIGHT info : Tracing virtual photons ...

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LIGHT info : Tracing time for virtual photons: 108ms

LIGHT info : Stored 0 virtual point lights for set 1 of 1

LIGHT info : Light Server stats:

LIGHT info : * Light sources found: 1

LIGHT info : * Light samples: 1

LIGHT info : * Max raytrace depth:

LIGHT info : - Diffuse 1

LIGHT info : - Reflection 4

LIGHT info : - Refraction 4

LIGHT info : * GI engine igi

LIGHT info : * Caustics: none

LIGHT info : * Shader override: false

LIGHT info : * Photon override: false

LIGHT info : * Build time: 116ms

SCENE info : Rendering ...

BCKT info : Bucket renderer settings:

BCKT info : * Resolution: 5000x5000

BCKT info : * Bucket size: 32

BCKT info : * Number of buckets: 157x157

BCKT info : * Anti-aliasing: 1 sample -> 4 samples (adaptive)

BCKT info : * Rays per sample: 1

BCKT info : * Subpixel jitter: off

BCKT info : * Contrast threshold: 0,10

BCKT info : * Filter type: gaussian

BCKT info : * Filter size: 3,00 pixels

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BCKT info : Render time: 2:43:48.8

SCENE info : Raytracing stats:

SCENE info : * Rays traced: (per pixel) (per eye ray) (percentage)

SCENE info : eye 30485951 1,22 1,00 2,39%

SCENE info : shadow 1245057536 49,80 40,84 97,61%

SCENE info : total 1275543487 51,02 41,84 100,00%

SCENE info : Done.

java.lang.ArrayIndexOutOfBoundsException: 423

at org.sunflow.core.primitive.TriangleMesh.getPoint(TriangleMesh.java:339)

at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:361)

at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:354)

at org.sunflow.core.primitive.TriangleMesh.init(TriangleMesh.java:333)

at org.sunflow.core.primitive.TriangleMesh.update(TriangleMesh.java:114)

at org.sunflow.core.Geometry.update(Geometry.java:66)

at org.sunflow.RenderObjectMap$RenderObjectHandle.update(RenderObjectMap.java:297)

at org.sunflow.RenderObjectMap$RenderObjectHandle.access$6(RenderObjectMap.java:296)

at org.sunflow.RenderObjectMap.update(RenderObjectMap.java:102)

at org.sunflow.SunflowAPI.update(SunflowAPI.java:219)

at org.sunflow.SunflowAPI.geometry(SunflowAPI.java:331)

at hipstersinc.sunflow.SunflowShape.set(SunflowShape.java:29)

at hipstersinc.P5Sunflow.render_triangles(P5Sunflow.java:138)

at processing.core.PGraphics3D.endShape(PGraphics3D.java:1020)

at geomerative.RSubshape.draw(RSubshape.java:350)

at Temporary_6496_9897$form.render(Temporary_6496_9897.java:89)

at Temporary_6496_9897.draw(Temporary_6496_9897.java:34)

at processing.core.PApplet.handleDisplay(PApplet.java:1465)

at processing.core.PGraphics.requestDisplay(PGraphics.java:690)

at processing.core.PApplet.run(PApplet.java:1562)

at java.lang.Thread.run(Thread.java:613)

 

java.lang.ArrayIndexOutOfBoundsException: 423

at org.sunflow.core.primitive.TriangleMesh.getPoint(TriangleMesh.java:339)

at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:361)

at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:354)

at org.sunflow.core.primitive.TriangleMesh.init(TriangleMesh.java:333)

at org.sunflow.core.primitive.TriangleMesh.update(TriangleMesh.java:114)

at org.sunflow.core.Geometry.update(Geometry.java:66)

at org.sunflow.RenderObjectMap$RenderObjectHandle.update(RenderObjectMap.java:297)

at org.sunflow.RenderObjectMap$RenderObjectHandle.access$6(RenderObjectMap.java:296)

at org.sunflow.RenderObjectMap.update(RenderObjectMap.java:102)

at org.sunflow.SunflowAPI.update(SunflowAPI.java:219)

at org.sunflow.SunflowAPI.geometry(SunflowAPI.java:331)

at hipstersinc.sunflow.SunflowShape.set(SunflowShape.java:29)

at hipstersinc.P5Sunflow.render_triangles(P5Sunflow.java:138)

at processing.core.PGraphics3D.endShape(PGraphics3D.java:1020)

at geomerative.RSubshape.draw(RSubshape.java:350)

at Temporary_6496_9897$form.render(Temporary_6496_9897.java:89)

at Temporary_6496_9897.draw(Temporary_6496_9897.java:34)

at processing.core.PApplet.handleDisplay(PApplet.java:1465)

at processing.core.PGraphics.requestDisplay(PGraphics.java:690)

at processing.core.PApplet.run(PApplet.java:1562)

at java.lang.Thread.run(Thread.java:613)

 

Cree XP-G backup light using the same led module as the dome and courtesy lights fixed to a 1157 base. I've been testing these out for a few months and they work great. The light output is actually about the same as stock with a tiny fraction of the amp draw. If you're interested in these, shoot me an email.

This is a screenshot of Triangle3D, my Flash3D engine running in realtime. This object has around 16.000 polygons. I used the mirrorball and background to as inputs for the envmap and background. Runs pretty smooth.

 

Here's an old version of Triangle3D (non completed demo) using this as a lightmap.

www.unitzeroone.com/labs/Triangle3DOld/Alt.html

original :

www.unitzeroone.com/labs/Triangle3DOld/

This circuitry was designed by TaskLED specifically for this application. It regulates the voltage so that a constant level of current and voltage powers the LED and spikes will not damage it. *Questions? Please leave a comment. Let me know what you think.

Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!

-Lighting (Lightmaps)

-laying out LightmapUV's

-Ring shaders

-Animated Banners

 

Testing with a more complex scene using 512x512 lightmaps. Still fighting edge artefacts due to default bilinear texture filter setting in OpenGL

Testing with a more complex scene using 512x512 lightmaps. Still fighting edge artefacts due to default bilinear texture filter setting in OpenGL

www.archvirtual.com

  

Beast lightmap unity3d game enine for architectural visualization in real estate development

Falling Water House : Frank Lloyd Wright

Scene : Architiss

Render : Lumion8 + No PS

I have to say, getting these shadows to work has been the hardest work so far.

This is the first time its working somewhat properly..still with alot of strange artifacts as you can see.

Still, its something :)

Draws over twice as much as the Cree XPG module!

#Area map of Copenhagen, DENMARK #BlackandWhite, #Maps

 

bit.ly/2K471wl

 

#Black, #Business, #Cartography, #City, #CityPlan, #Copenhagen, #CopenhagenAreaMap, #CopenhagenMap, #CopenhagenVectorMap, #Denmark, #Design, #Download, #Editable, #Europe, #Footway, #Geography, #Handmade, #Highways, #Image, #Infographic, #InnerCity, #Landmark, #LightMap, #Location, #Map, #MapTemplate, #Marker, #Marketing, #Monochrome, #Plan, #Presentation, #PrintMap, #Roads, #Selfmade, #Sightseeing, #Street, #StreetMap, #Template, #Texture, #Tourist, #Trails, #Travel, #Trip, #Urban, #Vacation, #Vector, #WallArt, #WallMap

This is my successful import of textured meshes into the Unity game engine. I also imported lightmaps for glowing lamps.

www.archvirtual.com

 

Beast lightmap unity3d game enine for architectural visualization in real estate development

Lightmaps at high resolution

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.

 

Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.

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