Sun with "physical lights"

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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Post by OnoSendai » Fri Nov 16, 2007 1:17 am

Yes, if you scale the scene down, all the surfaces are closer to the light, and hence brighter. It's expected behaviour.

bkircher
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Post by bkircher » Wed Nov 21, 2007 7:17 am

Made some new tests, things do look all right.

- The Maya-Converter seems to work better now.
- My efficacy for the fluorescent tube I was using was too low by half.
- Didn't use much turbidity, increased that.

One Questions: Does Indigo scale IES-intensity with the Geometry somehow? (It seems it does, judging from a test I did)

bkircher
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Post by bkircher » Thu Nov 29, 2007 9:49 pm

:oops:


found some time to re-check light scaling...
I tested with (accidentially) turning reinhard tonemapping on.

... so the ies-lights are not scaling with the geometry!




As a P.S.:
Is it possible to map turbidity at some time to the Sun-environment ?
It's possible in Mental Ray, and though I like the studies with perlin noise a lot and I'd like a more reproducible and manipulable mechanism.
Attachments
lightingtests.png
three screen-scales with same IES-Profile attached to locator...
lightingtests.png (263.78 KiB) Viewed 849 times

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CTZn
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Post by CTZn » Fri Nov 30, 2007 5:09 am

Isn't that fine if the IES is not scalable ? That means it is designed for a real scale usage, being the representation of a real object. Sounds ok to me :)
obsolete asset

bkircher
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Post by bkircher » Fri Nov 30, 2007 6:37 am

exactly, yet I was so dumbfounded with the apparent lack of real-world scenes that I suspected it could be related to some weird scaling issue.

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Kram1032
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Post by Kram1032 » Fri Nov 30, 2007 7:51 am

IES behave just like efficacy-scaled lights, with the two differences that there is no way to vary the power inside Indigo and the power isn't emitted uniformly over the mesh ;)

so, the area of the mesh is important, as the overall energy amount remains equal, but the area, it is emitted over, doesn't :)

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