Author Topic: we need a pointable spotlight  (Read 515 times)

Doug.S

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we need a pointable spotlight
« on: October 12, 2007, 03:01:36 pm »
In all other 3D programs I use, they always have a spotlight capability in which the position in x,y,z space is adjustable as well as angular rotational space (alpha, beta, theta)

Primarily it is used like main and  fill lights in a photographer's studio and usually kept out of site in the rendered image (even to the point of allowing for it to not render if within view)

With all the new radiosity capabilities, such an additional light control tool would be very useful in TFP.  Of course like any light, we should have virtually unlimited ability to the number that can be in any one scene.

Doug.S

Allan Chesney

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Re: we need a pointable spotlight
« Reply #1 on: October 14, 2007, 06:08:11 am »
I think this is an essential, also the ability to set the angle of the light.  I previous versions you could set the angle of downlights for example so you could get a narrow spot or a broader beem.  I cannot find any ability to do this in TFP.

Allan
Allan Chesney,
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Doug.S

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Re: we need a pointable spotlight
« Reply #2 on: November 10, 2007, 06:04:56 pm »
I had a need for a spotlight and thought I had a good idea....since there are no indoor spotlights...use an outdoor spotlight and rotate it.  (you also have to re-orient the "bulb" as it does not rotate with the shade)

Some success but renders just don't work....tried many. Stops around 100 steps at convergence = .25  so the "solution" for radiosity is broke...but shows promise...see attached .jpg

I also attached the .bld file to see if anyone else has same problem....quality of 3 and render stops at 98 or sometimes 106 steps and does not reach 300.  Earlier renders today were just fine for other scene in this same file.

I tried reset, re-open 3D render window, restart TFP, restart PC,  (HA off)  and results are all the same.

Can you get a full render and does it look like a spotlight on the walls?

RATS....I went back to previous camera which rendered OK a few hours ago....render stops at 33 steps...crap!  I deleted the spotlights; still no good. Did a file repair, it "fixed" something....Render still not completing at all.  I'll try another different file. Other file renders OK...so its this one and backup has same problem...darn, need to start again???


I have another idea....make a .3ds "shade" with interior texture of mirror and exterior of shade as opaque black...and place a free light bulb inside the shade...render should have light shine out as a spotlight????

EDIT: also see this topic which is now related
http://forum.turbofloorplan.com/index.php/topic,63.msg807.html#new
« Last Edit: November 11, 2007, 11:41:29 am by Doug.S »

Allan Chesney

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Re: we need a pointable spotlight
« Reply #3 on: November 11, 2007, 12:47:49 am »
Doug,

I haven't had time to play with spotlights yet but I have used your last idea (3DS shade) in V11 and it worked.  No need to set morrors inside but you had to use Point light instead of Spot which sends light in all directions of course.  Using soldid sides screened the light from the direction you do not want it to go and moving the light source in and out of the shade changed the size of the light area.  BUT that was V11.

V12 at present will not allow a light in a 3DS object.  This has been reported and I have reason to believe that it is being addressed.  Maybe with V12, until that is fixed or we do get a directionable spotlight, it may be possible to reduce the size of an existing light, setting everything to glass and put it inside the 3DS shade (?)

I will try your file later on tonight hopefully.

Allan
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Robert W - "robban"

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Re: we need a pointable spotlight
« Reply #4 on: November 11, 2007, 03:03:27 am »
If you not have got the Architectural Training CD get it Jake show howe it will be done. He have lot of tip on howe to render to some is easy to find out by you self but some is not.


Robert
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