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| whats the secret to portal lights..
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i know theres a thread directly below this one, but considering i havent really read anything at all about these i figured it couldnt hurt starting a new one…
can anyone clue me in how to use these ? in all the videos i’ve seen they just turn them on and some blotchy crappy FG solution turns into a wonderfully illuminated room (tad exaggerating).
sadly on my end, whatever i try i am still stuck with some shitty blotchy blown out renderregion.
anyone have any tutorials or pointers for me ? seems that there is hardly any info out about them.
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simple scene, a window and a door, 1 spotlight portal light in each, physical sun, no FG or GI..
just a picture on a cylinder outside..
its not very nice looking, but i copy’ed the 2 portal lights and moved them in a bit, and rotated them to to face the wall with the window and door so the portal light effect got on that wall as well, looked nicer like that, and even more nice with FG and GI turned on..
but it takes forever to render the portal lights with high samples..
if the portal light effect is blown out, lower its multiplier..
[U]

[/U]
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Setting portal lights up so they work is not the problem for me - it’s how they illuminate interiors.
The problem I had that the room seemed very dark, and when trying to up the intensity of the portal I got massively overlit regions.
My first Idea was that the scene scale is wrong, but it is modeled in the standart
1 XSI Unit = 10 cm.
Any tutorials on that subject would be greatly appreciated.
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[quote=ace63;9531]
The problem I had that the room seemed very dark, and when trying to up the intensity of the portal I got massively overlit regions.
You’re using the physically based lighting, so blowing out surfaces close to the light is always a problem. To avoid this you should investigate the new color correction options in XSI 7. Try applying a 2.2 gamma correction to your renders. You’ll find more satisfying results, with lower light intensities.
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[quote=CiaranM;9538]You’re using the physically based lighting, so blowing out surfaces close to the light is always a problem. To avoid this you should investigate the new color correction options in XSI 7. Try applying a 2.2 gamma correction to your renders. You’ll find more satisfying results, with lower light intensities.
yea that works..
under pass in the render menu, edit -> edit current pass -> pass shaders tab -> lens, change the menu to overwrite camera lens shaders -> click add and use mia_Simple_Tone_Mapping.
gamma 1.8 to 2.2
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Or just use the gamma options in Preferences > Display > Gamma Values. No nead to mess around with lens shaders anymore.
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