sun+sky linked to 3ds Max Sun&sky daylight system

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Jay-ko
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sun+sky linked to 3ds Max Sun&sky daylight system

Post by Jay-ko » Wed Dec 17, 2014 5:16 am

It could be great to have that into the 3ds Max "exporter".

Just to control the Azimut an the Zenith in a easy way!
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Jay-ko
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Location: Paris

Re: sun+sky linked to 3ds Max Sun&sky daylight system

Post by Jay-ko » Wed Jan 21, 2015 9:18 pm

hum,

I obtain 2 differents <sphere> when I export from "Indigo for max" a scene with a day light system applied.

Is that a normal way for Indigo to create a sun-light and a sky-light?
Have you tried to do something with that "awesome" 3ds max functionnality?
errare humanum est

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subpixel
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Re: sun+sky linked to 3ds Max Sun&sky daylight system

Post by subpixel » Fri Jan 23, 2015 5:26 pm

Hello,

Right now to get expected results you'd need manually add SunSky texture map into environment texture slot. Set sun node to sun object from light system and disable extra skylight in the system (or you'd get an extra sphere). That should be it. Any changes in daylight system will be translated to sunsky texture.

I will make it automated with conversion script.

Hope it helps,

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Jay-ko
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Re: sun+sky linked to 3ds Max Sun&sky daylight system

Post by Jay-ko » Fri Jan 23, 2015 8:37 pm

okay thank you for that answer.

Could you add a feature to Indigo?

I would like offset the power of the pixels from the HDRI, but just in the sun disk.
I do not want a general gain, but to add some "light power" for the sun only.

Because lot of HDRI images are not created correctly and it is very long and boring to do the modifying with a tool like photoshop.

And perhaps we could find a way to attribute manualy a correspondance between the level of the lighted pixel and a physical light values.

In this case we could attribute a "physicaly conform" value to the sun of an HDRI.

And, attach the axis of the HDRI to the 3Ds max compass of the day light system, It could be GREAT!
errare humanum est

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