Blender, diffuse lighting?

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Blender, diffuse lighting?

Postby Litmusdragon » Thu Jun 01, 2017 1:54 pm

I am at the point where I am attempting to render certain things in Blender instead of Makehuman. What would be an easy way of duplicating the look of the default render in Makehuman from within Blender? The diffuse, Sims-like lighting in the default Makehuman view is perfect for the kind of game I'm making. When placing lights in Blender and then rendering I end up with too many shadows which is realistic I guess but not ideal for the more cartoony look I am going for.
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Re: Blender, diffuse lighting?

Postby RobBaer » Thu Jun 01, 2017 2:30 pm

Makehuman uses a litesphere shader by default: http://www.cs.utah.edu/~wmartin/pubs/LitSphere.pdf To my knowledge this type of shader is not implemented in Blender.
If you want generic, minimal shadow lighting and are going to use Blender Internal rather than cycles, you could try adding some ambient occlusion from the world tab.

AO.png
AO


I'm sure there are much more sophisticated solutions to get something you desire, and that there are artists on this forum that could provide that advice.
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Re: Blender, diffuse lighting?

Postby blindsaypatten » Thu Jun 01, 2017 11:40 pm

How diffuse the lighting will be depends a lot on the size of your lamp, point sources will give sharp shadows, large sources more diffuse lighting. For example, placing an Area lamp as big as the character in front of and pointing at the character should give very diffuse lighting. To get totally extreme, create a large sphere that surrounds the character and the camera and set a high emission value on it.
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