Hi, sorry for the question that apparently easy to understand and easy to google.
But i am still struggling, please hear me out;
For my 2D interior-scenes i would like to use this law to "calculate" how i apply the lightning.
But first of all, i need to understand the basics of ISL. I made this drawing, as i dont want to get into trouble with other sites for copying their infographics.
The Rule says:
"
The inverse-square law describes the light received from most sources. If the distance between an object and the light source is doubled, a given area receives only one-fourth as much light; if the distance is tripled, only one-ninth."
Source: http://kids.britannica.com/comptons/art-167423/The-inverse-square-law-describes-the-light-received-from-mostOk, if the distance between the light-source and the object is doubled -> 1/4 light.
But when is the Light-Intensity at100%? How is the starting-point defined? I need a starting-point, from where i can say "yeah, hear it's 100% light, from now on it has this falloff blabla"
In my drawing i highlighted the distance X in cyan color. How is this distance defined? Is this a vague instance where the light has no notable falloff or something? Because, i could place the first plane anywhere lol.
I don't know why this confuses me so much, probably because i am not the smartest when it comes to physics
I know this is a mess, i find it hard to explain, would be easier if i would get it in the first place.
Cheers!
Replies
I am also working with 3DsMax and Vray, but i i never had to set up anything properly in it because im doing the main-thing in Photoshop. I'll give it a shot, good idea. I am just wondering if the outcome is very dependent on right settings, or if physical lightning,
€: Ok, Vray Exposure Control seems to be the only useful option when set up correctly
A lot of 2d digital artists block out a scent in 3d so they get the light/shadow and perpective for free, and then just do a paintover of the 50% grey render.
i know what you mean, but you confused the settings, if its vice versa it's correct, small light 4 times as bright as the bigger light, and i get the same falloff as a result, yeah!
I don't paint in 2d but I can imagine how difficult it would be to represent light falloff physically.