And it's even worse: The neon light here (which would give a real picture a green color, by the way) seems to be an emissive light, which doesn't really contribute to the lighting of the scene at all. Secand, Falcon doesn't like the legacy lights, so everything else than HDRI or an Area light does help you the least (. You could do in photoshop (almost) as well). (In some apps it's a post-effect, so you can change the exposure after the render. It's the overall setting you usually don't need to change because you build up your lighting with light source after light source. With something like ISO 800 you would get something like pic 3 (maybe that would be less dark), with 1600 iso pic 2 (which is overblown). But you could and would get the same result with changing all light sources. If you have several of them and you want to keep the relative proportion of the different light sources it's better to change exposure. And that's all, with exposure you change the way how the camera interprets the power of the light sources, but don't change 'em. With some 100 iso you would get something like picture 1, except that even a weak neon light would contribute more to the light situation (not that much, though). The exposure in Renderers is the overall setting like the ISO in a real camera. If you think that something else should be written in this answer, let me know in comments section.First off, it's photography that's recreated, so a lumens to light value would help marginally at best, because photography loses a lot of light, depending on the camera (the sensor, to be exact), the lens, iso settings (and maybe exposure, which is an additional setting in some cameras), aperture, actual light situation and where it's set up. I've pointed most relevant from my point of view. Side note: There are of course more pros/cons and also use cases for every method. Or maybe you don't need bevel at all for small details in background - it's your call. I've presented only selected methods easily achievable in Blender. You need to choose accordingly to your needs. SummaryĪs you can see there is no single answer to your question. Segment), close non significant objects with more then 1 segment. When to use it? Games, non significant objects in middle range (with 1 I don't know how compatible it is with main game engines besides UE4 (which support it) but I know for sure LuxCoreRender can't handle Custom Normals Data. It was highly used in a game Star Citizen, you can read more about it here. This option gives you light mesh ( 44 tris with 1 segment bevel, 108 tris with 2 segments - example is 2), silhouette and smooth looking edges. You can achieve it by Bevel modifier in 2.80 ( Hardened Normals) or with Weighted Normal Modifier. How to: Bevel Weighted (Hardened Normals)Īlso one of the newest things in Blender and by far my favourite. When to use it? Non significant distant objects in Cycles rendering. Cons - you can't export it that way, so baking still will be needed for external software and still you will lose object silhouette You don't need to create normal maps images, high poly meshes etc. It's very similar to the baked one but you have nice control over it. This is one of the newest additions to Cycles. How to: How does normal baking work? Bevel Shader When to use it? In game engines for non significant distant objects. This object has only 12 tris! Problem is - you will loose object silhouette and it is kinda not user friendly in Blender. It gives you considerably good looking bevel from the distance. This one is/was mostly used in game industry. When to use it? If you are rendering extremely realistic object in aĬloseup or try to keep realism overall at high level. It looks the best out of every other case but it is heavy as hell. It goes to whopping 3,072 tris on a simple cube. I've used on this example 3 segmented Bevel and 2nd level of Subdivision Surface modifier. Firstly lets get trough most commonly used bevel cases. Question is, when do you need to show it. Even sharpest knife in some tremendous magnification will show some "bevel" on its edge. Objects with bevel are indeed more realistically looking and as probably you know by now, there is not a single known object perfectly sharp.
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