You could definitely present a UI to the user that has a luminous efficacy box, plus a power drawn (wattage) box, if you want. Then, as you said, just multiply the numbers to get the luminous flux. Also you could have a default luminous efficacy of 13 lm/W or whatever.Big Fan wrote:ono I am not really convinced by your 'compelling reason'
you already have flux hanging out of emission which you have written is actually watts x luminous efficiency
I could do a wee wangle there in the UI and present flux as efficacy scale input and multiple the 2 parameters together under the skin to give flux...
I have thought about this useablility and what I would like to do is to keep my UI the way I have it for emission being an extra dimension for a material (ie simple glow - no IES access there), but also keep 'meshlights' (or simply 'lights') in the mats menu (actually as a mat under the skin but with reversed emphasis.)
ie meshlights will appear not unlike present with IES but there will be a simple menu at the bottom to choose a generic material type for reflectivity of the light source/mesh
so in other words they will actually reference the same things but in a different order/way.
seems to me there are many cases where the light source doesnt need to be thought of as a material or with all the trappings and options of one.
I guess its just a matter of logical/intuitive presentation to the user
if you convert the present meshlights stuff internally is it not possible to keep the parameters for that hanging out of the code for us to retain 'peak' , 'blackbody' etc?
of course other script writers may have other ideas and seeing as how I am on the outside of things here ordinarily my opinion is not so important... still I'll persist with this enquiry in the meantime
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Sry guys. I'm a little late with this.OnoSendai wrote:Just use a blackbody spectrum at 6000K for the base emission.Big Fan wrote:yeah ok considering it, but what say I want to specify a light source at 6000k...say from an electronic flash unit
how can I do this now (or provide a work around to acheive it)?
How do you exactly use the bb spectrum inside the emission?
This doesn't work:
Code: Select all
<base_emission>
<spectrum>
<blackbody>
<temperature>3000</temperature>
<gain>0.01</gain>
</blackbody>
</spectrum>
</base_emission>
Again I must be saying stupid things but isn't spectrum supposed to be a child of constant ?
Again I lack practice but that's how I understood it should be, that's why I'm insisting :/ Most certainly I'm wrong but...
Code: Select all
<ripped>
Last edited by CTZn on Wed Sep 24, 2008 12:39 am, edited 1 time in total.
obsolete asset
Constant? When did that happen? Can't keep up anymore. What is it for exactly? (it's probably in the manual, isn't it )
But nope, it doesn't work even with constant. I got:
But nope, it doesn't work even with constant. I got:
Code: Select all
Unexpected element 'spectrum' in element 'constant'
Sure I just tested that (finally ), removed spectrum tag and now it works ! The correct syntax is
By the way Indigo told you that was the next thing to try
Code: Select all
<base_emission>
<constant>
<blackbody>
<temperature>3000</temperature>
<gain>0.01</gain>
</blackbody>
</constant>
</base_emission>
obsolete asset
Since the error was reported in plain english it's good then to reproduce your code but just remove what bugs Indigo. The removed example two posts above was theorical and faulty, but I experienced the same error as you did and followed the indication, ie remove the <spectrum> tag.suvakas wrote:But nope, it doesn't work even with constant. I got:Code: Select all
Unexpected element 'spectrum' in element 'constant'
Got me ? Sorry suv I guess you know that all, about Indigo handled errors
obsolete asset
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