Forum > modo > Product Support > Gradient lighting

Topic - Gradient lighting

 
Petar
rating: signal 0  

Serbia
148 posts
Hello,
I saw some gradient lighting tut, and I wanna do something similar.. But when I put a gradient map on the my cylindar it doesn't work.. I wanna change the value component in the gradient editor. Only first point has the influance on the gradient and it is always solid colour.. Other point doesn't have any effect... Can someone help? :D

Message edited by Petar on 3/14/2009 - 11:19 AM

3/14/2009 - 11:16 AM
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Petar
rating: signal 0  

Serbia
148 posts
nothing? :(
3/16/2009 - 6:38 AM
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picto
rating: signal 0  

France
113 posts
Hello Petar,
you just forgot to set the Input Parameter on your gradient properties.
By default it set on Bump Height (as you can see on your screen capture).
Depending on your scene you can try Texture U, Texture V or Slope and then edit your gradient.
I like this technique, I hope you will be able to use it.

3/17/2009 - 1:50 AM
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Petar
rating: signal 0  

Serbia
148 posts
thx a lot.. that helped. could I aks two more questions?
1)what is that parameter for?
2) is there a way to see my gradient in 2d? Like a picture or something.. because it is little hard to see how it looks on a sphere
3/17/2009 - 7:40 AM
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picto
rating: signal 0  

France
113 posts
HI Petar,
I found the two videos that helped me to understand this technique.
The first one is from Tommaso Lanza; very good tutorial but using two transparent cylinder seems more than is necessary to me...

The second one is simpler but it is just a video (no audio). You will briefly see the light dome UV and the settings for the two gradients used.

Concerning your questions:
could I aks two more questions?
Yes, you can ;)

1)what is that parameter for?
I think you should have a look on the Modo User Guide, p.361, Gradient Texture. It will always be better than my poor english...

2) is there a way to see my gradient in 2d?
You can see your light in the preview window as you change you gradient (you can see that on the video).

Hope that help...
Good luck


3/18/2009 - 1:52 AM
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tmslnz
rating: signal 0  

London
125 posts
Hey,

There another short video showing the overall principle, not sure if it adds to the "big" tutorial, but give it a shot (bottom of page):
http://www.designunits.com/projects/nokia-8600
Sorry for the mess with the links, but I've moved my portfolio on another domain and this page is not accessible from there anymore (for now). Tolas's blog and vimeo page is pointing at the old domain root, which redirects to my new one...

As for visualizing your gradient in 2d, I guess that as long Lux doesn't provide an in-built way of doing so, you can create a single polygon and assign it the same material mask or item mask of your lighting sphere. Then just point your camera to it :-)

Things you have to look out for are the correct UV mapping of your sphere, which I am assuming you got right already, the gradient input parameter as already mentioned and the blending mode, which I set to multiply as it seems the most natural way for me to "preview it in my head".

As for the double lighting cylinder that was just me being unsatisfied with a single gradient, no hurt using a single source. Tho you WILL get much subtler results if you use two gradients (not two geometries) on the same geometry, where one is "clamping" the other (one on U and the other on V). This is explained in the first tutorial. linked on this thread.

Let us know how it's going...

________________
tommasolanza.com

Message edited by tmslnz on 3/18/2009 - 1:50 PM

3/18/2009 - 3:31 AM
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Petar
rating: signal 0  

Serbia
148 posts


Thx for help... But I have some more problems. As you can see from my screenshots, I used uv map for projection type. Is that ok? The problem is that in my gradient I have control only when I move first or second point.. And it is always a solid color, no gradient at all.. ?!? Damn stupid gradient tool :) but I realy wanna get it right with this car...

Message edited by Petar on 3/18/2009 - 6:35 AM

3/18/2009 - 6:34 AM
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picto
rating: signal 0  

France
113 posts
I will try to find some time to make some pictures and maybe a scene so you will fully understand Tommaso Lanza's lighting technique.
See you tomorow...
3/18/2009 - 8:34 AM
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Petar
rating: signal 0  

Serbia
148 posts
That would be great... Thx a lot :D
3/18/2009 - 11:49 AM
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tmslnz
rating: signal 0  

London
125 posts

If you take a look at your first screenshot your gradient is mapping to "degrees" in the horz axis.
You still have its input set to something else than UV space... so that is why you are not getting any controllable effect out of it. You set this setting in the "texture layer" tab in the properties panel you have there in the screenshot.

On the X axis (the horizontal one) you should should see values ranging from 0.0 to 1.0 and beyond. Your modifications to the curve should happen within this range as anything beyond 0 or 1 will be "out of the visible UV space" if that means anything to you...

Posting your scene file would be helpful rather than having us trying to guess where the wrong setting is :-)

________________
tommasolanza.com

Message edited by tmslnz on 3/18/2009 - 2:06 PM

3/18/2009 - 1:57 PM
[ Quote ]
57r83dg3
rating: signal 0  

Inside a Hologram.
268 posts
I have spent 4 hours or so to find the lighting setup seen in the nokia video...My gradients are always symmetrical ... like rings. How did you make the gradient look like an ies light? I set up a cylinder, uv map, several gradients, U/V input, luminous amount output, adjusted the blend modes
... only rings ;o( Even tried to use Driver A with cellular ;) nothing ....
3/18/2009 - 6:47 PM
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tmslnz
rating: signal 0  

London
125 posts
Sorry I clicked report instead of reply :-) Should be going to bed instead...

(I spent weeks creating this setup... 4 hours trying to figure it out are still acceptable, aren't they?)
Not sure what you mean by IES-like, but if you want to "break" the ring then you should use another gradient on top of the one you already have, set to MULTIPLY or DIVIDE, and with its input set to the opposite axis (U vs V or viceversa).

But your question is a bit fuzzy...

________________
tommasolanza.com

3/18/2009 - 8:08 PM
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picto
rating: signal +1 signal 

France
113 posts
OK let's go...
I made some screenshots for a basic scene set up.
I just made a cube, a plane and a sphere.
Then...











Voila...
Hope that it is clear enough...
Let me now if you have some problem
3/19/2009 - 12:39 AM
[ Quote ]
Petar
rating: signal 0  

Serbia
148 posts
Thx a lot man.. It is finaly working. It looks like my uv sphere map was wrong, because I use unwrap uw tool, instead of the default one. And also, my horizontal axis was in degrees, and this way it is on 0-1 values.. Probably because of the input parameter ;) Thx again, hope to post some renders soon :D
3/19/2009 - 6:33 AM
[ Quote ]
Petar
rating: signal 0  

Serbia
148 posts
Thx a lot man.. It is finaly working. It looks like my uv sphere map was wrong, because I use unwrap uw tool, instead of the default one. And also, my horizontal axis was in degrees, and this way it is on 0-1 values.. Probably because of the input parameter ;) Thx again, hope to post some renders soon :D
3/19/2009 - 6:33 AM
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Petar
rating: signal 0  

Serbia
148 posts
Ok, one more question:)
Why I can't bake it to the hdri image? Everything is black? I suppose there is a option I missed...
3/19/2009 - 9:00 AM
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Viewlex
rating: signal 0  

Moscow
1400 posts
really nice method thanks!

I guess this is what the fake hdrs from 401 are essentially.

My grimpe is that I don't know how to preview the light source with the luminous value gradients on it other than selecting a different camera for the render preview. I would like to edit the light sphere with the gradient tool and see the result while also previewing my main camera render.
5/22/2009 - 11:19 AM
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