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Asset: Streetlamps

🕑 Added 2021-05-30 23:01:02 +0000 UTC

Comments

Genevieve P. Budgen

Lights! Beautiful lights...thank you!

Daniel defdac Larsson

That is one neat trick right there. Thanks!

YakovlevArt

sweet! thanks for the lighting tip too.

Yeah, it's an Eevee setting. I generally light my scenes with emissive textures in Cycles (I use clamping to get rid of the fireflies Ian spoke of), but when I set them up so they can be rendered with either Cycles or Eevee, I add point lights inside the objects and use a driver to automatically set the point lights' strength to 0 when rendering in Cycles, so the scene's not getting lighting from both the textures and the point lights at the same time. I haven't noticed "Backface Culling" turning the bulb inside out, but it's something I literally just stumbled upon yesterday.

Mornarion

Having a look at the clean topology and the textures, I'd bet all my money on them being hand modelled :)

Mornarion

These babies look stunning!

Eric Elliott

Right! I did the test with just a solid color, but I know the effect you're talking about. I bet an eyeball texture would seem to follow you as the camera moved!

bluefire

These lamps look so real! Did you use photogrammetry to scan them? Or hand model them yourself! They look amazing

Anderson Atlas

nice. funny how you answer questions i have while building my scene before I ask them.

There is another pretty dirty trick to make globes work through a glass mesh that I've used. Use a Light Path "Is Camera Ray" node output to feed a factor to switch between a lovely glass texture and a transparent BSDF. So that only the Camera will see the glass, it's ignored for everything else. A screenshot https://pendulum.photography/wp-content/uploads/2021/05/2021-05-31_22-32.png

Carter Burr-Kirven

I think it's because you're seeing the inside face of the bulb object, illuminated by the light right next to it. So if you had a texture on the bulb, you'd potentially see it sliding the wrong way as you move past the light... although, that could maybe be a cool, "looking into the distorted-glass interior of the light assembly" kind of effect if you try to play it off that way?

Carter Burr-Kirven

Hmmm, I'm not getting the same result. Isn't Backface Culling an Eevee setting? Plus, using Backfacing does let the lamp shine out, but also seems to turn the lightbulb inside out, which isn't ideal (well, it doesn't technically, but setting it up the "correct" way, so a 1 coming out of the Backfacing node gives the transparent shader, gives you an opaque bulb, so we instinctively switch the inputs). I think the problem is that the shader hit we need to affect is actually coming from the outside, since rays cast from the camera... even if the lamp "sees" a backfaced, transparent shader, that doesn't help us much on the outside trying to shoot rays into it and find the lamp. Gotta fiddle around some more, I guess

thanks man , such a vibe!

Are you doing anything special, because these are super easy for my laptop to handle.

Actually, I was just playing around with it now and discovered you don't even have to bother with the mix and geometry nodes if you just check the "Backface Culling" box in the material settings. A point light within the "lampshade" just shines right on through it.

MultidimensionalMustard

Thanks Ian :D also love that little lake scene, such a vibe!

Kai Christensen

Amazing! These look like they'll be very handy

Eric Elliott

Tried them both, and it looks like they'd both be useful in different circumstances. The neat thing about using Backfacing for a mixing factor is that you don't seem to have to make the bulb an emissive texture!

Carter Burr-Kirven

Brilliant! I always forget to think about Backfacing, there are so many useful things you can do with it

Ian Hubert

Oooo!!! That’s a great idea! That’s perfect!!

I do something similar to Carter's suggestion; I use a Mix node controlled by Backfacing to determine whether the "lampshade" material should be transparent or not. So it doesn't block any light inside the lampshade, but the lampshade still does cast a shadow from external lights.

Ian Hubert

AHHHH!!! I gotta run out the door right now, but I'll try that out ASAP! That would be fantastic. I've never really dove into the whole "Shadow Ray" stuff, and I think I really should. Thanks so much!

Carter Burr-Kirven

What if you used the Light Path node to make the bulb transparent to shadow rays (mix shader between the bulb shader and Transparent with "Is Shadow Ray" as the mix factor)? Then lights pass straight through it, but the camera and glossy/diffuse/volume/etc still see it as a glowing bulb

Ian Hubert

Ahaha that's exactly where I'm at. Any time I'm like, "man I'm tired of modeling these over and over", I'm trying to remember to just set aside a day to actually put some time into them that I can use from then on :P At some point I gotta do a railing pack. Friggin' railings.

Robert Gyurko

Man I am so tired of making crappy little lamp posts just good enough for the scene they are in so thanks these are perfect!


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