Light Intensity
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Light Intensity
before i start doing tests, does anyone have any examples of how light intensity is distributed over a mesh?
i know when you enable Efficacy Scale then bigger meshes will appear darker due to the energy being distributed over the whole mesh. is this so for simple RBG/Gain?
can there be an option of something like "W/m^2" or something so that you can keep the relative light intensity between different emitter sizes?
also, if im using RGB/Gain, does anyone have a good ballpark for adjusting the Gain so that the lights are balanced with daylight/sunset?
thanks!
i know when you enable Efficacy Scale then bigger meshes will appear darker due to the energy being distributed over the whole mesh. is this so for simple RBG/Gain?
can there be an option of something like "W/m^2" or something so that you can keep the relative light intensity between different emitter sizes?
also, if im using RGB/Gain, does anyone have a good ballpark for adjusting the Gain so that the lights are balanced with daylight/sunset?
thanks!
Re: Light Intensity
Add in env map, and you are pointing at the most complicated usability "issue" in our lovely and quite simple to use IndigoStompinTom wrote:does anyone have a good ballpark for adjusting the Gain so that the lights are balanced with daylight/sunset?
polygonmanufaktur.de
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- Posts: 1828
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I'm planning to add Luminous emittance (http://en.wikipedia.org/wiki/Luminous_emittance)
as an option for emitters in Indigo as well.
This is a measure which means that a larger light will emit a greater radiant flux, and the amount emitted per unit surface area will be independent of the size of the light.
as an option for emitters in Indigo as well.
This is a measure which means that a larger light will emit a greater radiant flux, and the amount emitted per unit surface area will be independent of the size of the light.
This sounds good master Ono...!
I hope this one goes fine with Reinhard... :/
Is there any "normalisation" betwenn the light "classes" involved too?
Can we finally have a env map lightened scene get working with blackbody & RGB emitter without 1001 test renders to tweak everything?
I hope this one goes fine with Reinhard... :/
Is there any "normalisation" betwenn the light "classes" involved too?
Can we finally have a env map lightened scene get working with blackbody & RGB emitter without 1001 test renders to tweak everything?
polygonmanufaktur.de
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- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
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