Started by Lag, November 24, 2018, 12:10:02 PM
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Quote from: DetroitVinylRob on December 10, 2018, 09:57:01 AMCaveat: By design one may desire a very uniform and consistent lit appearance for their product but, the reality is rarely that controlled.
Quote from: DetroitVinylRob on December 10, 2018, 09:57:01 AMAs a long time automotive lighting designer, I'd like to share how I view the challenge of rendering realistic LED glow. First, there are many here on the forum that can speak about KeyShot in particular, and rendering in a broader sense, far more in depth then I. And yet, perhaps the biggest single issue in rendering realistic, life like, lit LED features that becomes brutally apparent to me, is not so much all the great rendering techniques (trickery) that one can employ to fine-tune an interesting image, as is getting the bones of the solid model correct in the first place. Take a really good look at many (real) products that you are trying to simulate in a render first. Try to take pictures for inspiration and a record to check your work against.Look how LED source light rarely portrays its hue and intensity as a uniform, opaque, first surface, image but rather shows as a point light source, fading its glow over distance, (physically) under a clear optical outer lens. Most LED or other lighting source elements often use parabolas (reflecting and collecting) and inner optical (refracting pillows or lightly textured) lenses to focus, pipe, and direct or disperse light. With a modest model these will give you far more believable depth, detail, and realism to the lit elements rather then winding up with a cartoonish, 2-D graphic, "Tron" like appearance.Caveat: By design one may desire a very uniform and consistent lit appearance for their product but, the reality is rarely that controlled. Just my two cents.
Quote from: RRIS on December 13, 2018, 01:23:57 AMTrue, but once you start modeling reflectors, lightpipes, lenses, etc. you're looking at rendertimes of hours vs. minutes. I always enjoyed simulating that sort of stuff in Maxwell Render years ago, but in the end only one thing counts in a commercial project. Does it look right? Then that's good enough 99% of the time.