Little Cheetah3D 4.2 preview

Martin

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Little Cheetah3D 4.2 preview

Hi,
here is a small preview of an upcoming feature. It is a sky light. It claculates the light coming from the sun and the sky.

This scene was just illuminated by the sky light. No HDRI, Image based lightning, etc.

Bye,
Martin
 

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Wow, that looks absolutely fantastic!
Lighting is always the most difficult to get right... this could be "the easy way out" for simple folk like me :)
 
That is awesome Martin, this is a huge feature for me! Can't wait!!

Regards,

Peter
 
It is a sky light. It claculates the light coming from the sun and the sky.
This scene was just illuminated by the sky light. No HDRI, Image based lightning, etc.

So, just one light to get this ? Very nice ! Looks like that is going to please a lot of users !
I like the dragon, too ... :wink:
 
Hi,
here are two comparision renderings of v4.1 and v4.2 area light. The v4.2 rendering also shows the advatages of gamma correction.

Last but not least you can switch light sources visible in v4.2. That is very helpful when rendering studio light setups since you get these nice reflections of the light sources.

Bye,
Martin

P.S. All renderings took approx. 20 sec.
 

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Hi,
one more. An quite old problem has been finally solved. The grey boarders which appear when rendering objects on a transparent background are gone.

I'm sure everbody making icons or compositing work will be happy to hear that.:smile:

Bye,
Martin
 

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Martin --

The Skylight looks very nice...

Now, at the risk of appearing a total Curmudgeon, any chance of soft shadows with that? :D
 
woaw Martin !

Dear Martin,

One thing could be interesting, its to add noise visible and wave visible for lights, to have a sort of dust (or just to put a cross in case, dust).
Looks great...

Also quick setting for rendering, par quality and speed.

But great job looks cool, wanna try the demo !

Nicolas
 
Now, at the risk of appearing a total Curmudgeon, any chance of soft shadows with that? :D

There are already lot of soft shadows. The sky light consists of two components. The light coming directly from the sun which is almost parallel and therefore creates hard shadows. The second component is the light coming form the sky which is practically a big hemispheric area light. This causes the nice very soft shadow.

Together you get a nice sky light.

Making the hard shadow from the parallel sun light soft wouldn't be correct.

Bye,
Martin
 
One thing could be interesting, its to add noise visible and wave visible for lights, to have a sort of dust (or just to put a cross in case, dust).
Looks great...

Volumetric effects are on my todo list. But not for v4.2. Sorry. But once I implement it I will use a physically correct volumetric approach.

Fake visible lights like you explained them often cause more problems then they solve.

Bye,
Martin
 
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