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Simulate a LED Wall

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Message 1 of 4
Migsey_UK
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Simulate a LED Wall

Hi there.

I have been struggling with this issue for a while now and now I really need to tackle it as I can't find any workarounds.

I am trying to render some images with LED walls. All the settings I enter sem to do their job except that in the final render the surface is not bright enough to give an illusion of an LED wall.

The procedure is as follows: I am using a square flat surface and I assign to it an Arnold Standard Surface with a bitmap (the image on the

video wall) inputting to its base colour and emission colour as well.

I create an Arnold light and set it to be a mesh light and in its colour/intensity, I put the bitmap that I previously used in the material and select the flat surface as the mesh.

Everything works as expected. surfaces are lighting the surrounding areas with a subtle glow. My problem is that the image on the surface itself is not bright enough to give the illusion of a video wall. Not by a LONG way.

Below is an image of the issue. What am I missing? How can I make the images on the surfaces a LOT brighter?

glowing-panels-720.jpg

Also, the surfaces that are supposed to glow are receiving a red-ish light that is used to give some highlights to the scene. In the real world, an led all would not be affected by this as it would be a lot brighter. Is there a way of making a surface not receiving any lighting is this make any sense?

I am using 3dsmax2020 and Arnold product version 4.2.0.55. I know that there is a newer version but I think my problem is not a bug. It is something I really can't seem to do...


Any ideas or suggestions?


Many Thanks

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Message 2 of 4
lee_griggs
in reply to: Migsey_UK

Maybe it's a bit overkill to use a mesh_light for a flat plane. Maybe a quad area light would work better with a texture mapped to its color. Is there a reason why emission_color doesn't work better than a mesh_light? Why use both?

You can go above 1 for emission_weight if you want it to look brighter.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 4
CiroCardoso3v
in reply to: Migsey_UK

Also what are you using for post production? You can always export some AOVs to further enhance the glow look. Updating Arnold to latest version would improve a lot of things, including adaptive sampling that you may find useful.


PS: Is this concurso be in Lisbon?

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 4 of 4
madsd
in reply to: Migsey_UK

EDIT: added a video tutorial to youtube setting it up.
https://youtu.be/ci7ceURIi1w


Hi.
The fastest possible way to converge an image so noise cleans when working with emission and mesh lights are as following:

- You disable the emission Indirect on the plane, this is ultra important as you are sending back very noisy noise to an object that already sends out solid colors, you do that with a Rayswitch shader connected to the bitmap, to the emission color slot, now the plane stops sending GI out. ( we dont need that, we use the mesh light to do that )

- You add a Trace set on the material after the actual material and call it "wall" then add an arnold Properties modifer and call this "wall" in the trace string field.
This will close down any light the plane recieves and significantly contribute to fast renders.

- You add a tweak node and use the exposure value to control the brightness of the emission, which is now completely detatched from the light calculations.

- You want to add a couple of extra samples on the light that runs mesh light.

This will return a situation that is the fastest to render in your case and you can now adjust light and surface brightness independantly.

Here, the image resolves clean almost instantly, no waiting on noise to clean, no gi leaking or gi polution occuring and no expensive computations added except for what is required.

qweqwe.png

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