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Kerkythea Rendering System • View topic - Mesh lights/Emitters and light design
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Mesh lights/Emitters and light design

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patricks

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Posts: 3209

Joined: Mon Nov 14, 2005 2:39 am

Location: Palma de Mallorca / Spain

Post Sat Oct 07, 2006 10:01 am

Mesh lights/Emitters and light design

Hello everybody

Here are some explanations on how Mesh light (emitters) works in KT and a trick to reduce Mesh-lights in your scene and so speed up rendering time :wink:



I hope the images are more or less self explaining :lol: .... lets start with image 1 . Here you can see how KT handles imported meshes ( objects) .
for every square plane , KT will divide it into 2 triangles :!: this is very important to have in mind when you model your Mesh lights because every triangle will be counted by KT as 1 light when you give your model a self luminance value grater then 0 and enable "Emitter" in the Material editor advanced panel :!:
With the sphere example you can see how dramatically the faces can increase when you increase the subdivision level of the object ...
A triangle is the smallest element you can export as a Mesh light and KT will not divide it , a triangle will stay a triangle and KT will count it as 1 light ... so be careful when you model your Mesh lights and keep your face count low :wink:

Now to image 2
Here is a trick to create lights in your modeler and keep your Mesh lights low :wink: In image A you see that we have a ceiling and a Mesh light made out of only 1 square plane ( that KT will divide in 2 , so we will have 2 lights counted by KT) and some kind of reflectors ( not very accurate but you can model them more accurate :lol: )
In image B you can see how to make a simple light panel , i think the images are self explaining ....
and in image C you can see a more elaborated example with reflectors
The most important is to use a big 1 square plane as Mesh light and cover the ceiling from the upper part with it ( the part that will be hidden by the ceiling )
To complete the trick , you have to go to the Material editor advance panel and there you will find some important features for Mesh Lights .
You can enable by clicking the "front" or "back" option , the direction in which the Mesh light will spread the light .
In the "Model Flags" you can just disable the "Enabled" option and the Mesh light will be invisible but still act like a real light and lighten the scene
Now playing with this options , you can achieve the effect you are looking for :wink:

I hope this short explanation can be helpful .... following this simple idea , you can design your one light solution in many different ways :wink:

Greetings Patrick
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ToMasz

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Posts: 1926

Joined: Fri Jul 22, 2005 9:23 am

Location: Poland

Post Sat Oct 07, 2006 10:23 am

Patricks,
You are a good man :)
Tomasz
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Gistman

KT-Explorer

Posts: 238

Joined: Tue Feb 21, 2006 5:19 am

Location: Fayetteville AR and Chicago IL

Post Mon Oct 09, 2006 7:14 pm

Ahh- I never thought about having ONE (or 2 with the triangulation of a square) emitter. Duh. I have been working on a 'typical can light' which will work, but depending on the situation- doing the lighting like this will much better. Thanks for the Tutorial.
<<

Fletch

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Posts: 8564

Joined: Fri Oct 27, 2006 2:38 am

Location: Milwaukee, WI USA

Post Fri Nov 10, 2006 4:40 am

Ha!
Patricks...
this is such a great idea! I'm going to try it when I get a chance...
I thought 'well, emitter rectangles render twice as long as a single spot'... so I just put in spots... but not when you mathematically calculate it with YOUR trick here... that's awesome.

I created a little test scene of my own to compare all the KT lights from SU.
Last edited by Fletch on Mon Jul 16, 2007 3:59 am, edited 1 time in total.


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huyvuvietnam

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Posts: 25

Joined: Mon Dec 25, 2006 3:45 am

Post Mon Jul 16, 2007 2:05 am

born to be wild
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Fletch

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Posts: 8564

Joined: Fri Oct 27, 2006 2:38 am

Location: Milwaukee, WI USA

Post Mon Jul 16, 2007 3:56 am

Hmm... yes, the SU forum is now dead... or at least, drastically renovated.



In SketchUp, open the .skp file and place different parameters in the light, export using SU2KT. Merge the modified light using 'merge-replace with new' under the 'lights' section of the KT merge dialog box.

I use the thin glass shader on the bubble shaped glass material on that half-sphere thing... just to see how the glass is casting shadows, and reflecting things in the scene.

You can try different emitters instead of the spotlight and positions/colors/configurations for lights.
Attachments
KT_LightTypeTest.jpg


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notareal

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Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Sat Feb 09, 2008 8:43 am

Re: Mesh lights/Emitters and light design


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