Temple w StainedGlassLight by bobbystahr
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No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
Just a little break to explore volume light.I used a model I found on the web because I was playing with light, not modelling this time.Fully textured in Imagine tho,a coupla maps that came with the model,sorry don't remember where I harvested it.If you recognise your model e mail me and I'll add a credit.Figgered out that it takes a VERY BRIGHT LIGHT and no noise with full quality,no falloff,5000 scattering,zero emission,and a very small(in relation to the volume object size)step size.

Comments (7)
excellent bobby...again
As usual, a good picture, you should go for a parallell light though if its sunlight you try to render, since the light in this picture comes from a point quite near outside the building.
good point man....usually I put the parallell light( which this is in fact,round no falloff)much farther away from the object and WAAAAAY bigger,but as this was just a test with someone elses' object I was a bit slack....maybe it's an explosion in the foyer and it's blowing the doors open....lol...but really..thanx for the input....gonna try it again with an original object and thinner scattering on the vol,and i'll fix that light,heh heh heh
Good effort! I believe a parallel light source needs no sizing if you just pick no shape and point it at the scene you are rendering. That way there is no need to be concerned about distance or whether it is covering the entire scene. Also, shouldn't the light/dark boundaries be softer?
thanx M3G,for some reason I didn't know that,do it on the next test(see above)Ligt/dark boundaries,please explain,do you mean at the edges of the light beams?
Hi Bobby, I like the lighting, but, agree with the Parallel lighting. I don't know if it's the same in IFW, but in IFA, the Round, and Rectangular, Parallel light sources, must be sized to illuminate the scene properly (I've been caught out a couple of times by that!) Also, you might want to consider a few very low intesity lights, set to blue, to represent the scattered light from the atmosphere. Oh, yes, M3G's comment, can only be about soft edged shadows- and yes, they should be, from a purist point of view. The only time you get knife edged shadows, is when there is no atmosphere to diffuse the light rays.
Hi Kevin,Never had the jam to try soft shadows in a volumetric environment...i may be rendering next year if i do that....lol