First message : 2005-06-03 08:53:11 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
Can anybody explain how to use the neon shader in artlantis 2 ???
Whenever I use the shader, the whole scene gets dark, see attached screenshots. First screenshot shows preview with neon shader, in the second one I used the fresnel glazing shader instead.
Is this a bug or am I not using the correct settings? (tried now for hours...)
First message : 2006-12-07 16:44:03 Operating system : Windows Vista RAM : 8Go Computer model : selfmade Processor : QuadCore Graphic card Type : Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : ethernet
It helps us to help you when you tell us what effect you want to achieve.
Did you look in the helpfile. There is some explanation of the sliders in the helpfile.
F1/TOC/Shaders/Neon light shader.
What I see in your images do not appear to me as some īproblemī. The neon light shader tries to imitate the beaviour of neon light. If you would take a dark scene the size you are rendering and light it the same way you do in your render I think a real camera will give you a similar image.
A very light spot where the light is and the rest of the scene will look very dark.
In the right image your Light emitting wall doesnīt look like light emitting to me. Just a wall with a pinkish color.
First message : 2005-06-03 08:53:11 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
thx for your answer. I want to achieve an effect of a light emitting wall.
I know how to use the sliders, but it's hard to understand why the other light sources (you can see them in the right image reflecting at the ceilings) suddenly get dimmed when I apply the neon shader. In the right image the lights have a power of about 100 points. If I want to make them visible after applying the neon shader, they need to have a power about 6000(!) points.
Imagine: you switch some lights on, and then somebody switches the light on behind the opaque glass wall. No real camera suddenly will get a darker picture, just because of another weak lightsource. This would only happen if you throw a powerful lightbeam directly at the camera.
The right image has no neon shader at all, I used the fresnel glazing shader for the wall, that's what i posted before, and that's why it's "pinkish" and not light emitting. I just put these settings to show what kind of surrounding lights I want to achieve.
First message : 2006-12-07 16:44:03 Operating system : Windows Vista RAM : 8Go Computer model : selfmade Processor : QuadCore Graphic card Type : Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : ethernet
In real life, when itīs dark point a camera towards a strong lightsource and the rest of the scene will look dark. The strongest lightsource wins the battle. The real photo will tell.
If you donīt use a camera but just your eyes, your brain, we are intelligent beings, will compensate and you will see it different than your camera.
So if you want the effect of the right image because you expect the camera to register what your brain tells you, you need compensation. In real life we use a camera with a flashlight. So we need an extra lightsource to achieve the effect of your right image and still have the neon effect.
Or use ambient on the textures of the surrounding scene.
I hope I am a bit clear in my explanation. Itīs a delicate subject.