Indigo v1.0.2
- joegiampaoli
- Posts: 837
- Joined: Thu Oct 05, 2006 7:12 am
- Location: San Miguel de Allende-MEXICO
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Joe it's a matter of the lens/enclosure that the IES is describing at certain angles it would be that no direct light is being cast between the light and the camera. So therefore the camera doesn't see it as a light source. the areas covered by these lightless angles would still get lit by indirect light but from the point of view of the camera there is no light there. This doesn't effect 'normal' mesh lights as the way I understand it they cast light uniformly from a hemisphere centrered on the face normal so if a camera can see it by line of sight it will always see it as a light as there will always be a direct ray path between the light and the camera.
Despite all the usual "ono you are so great" type posts in response to 1,0,2's IES implementation I for one think that the way it is implemented currently leaves a lot to be desired.
Despite all the usual "ono you are so great" type posts in response to 1,0,2's IES implementation I for one think that the way it is implemented currently leaves a lot to be desired.
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Um...try reading the rest of the posts first, I have already posted an example of exactly that...Q. will these IES lamps work with sss in a dusty air as per sunlight?
as in can I show cones of light shining on a museum exhibit or such?
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
Something strange is going on here O.o
IES Light number 18, one tiny polygone emitter. Blackbody 6500 the actual light bulp is a diffuse emitter and gets tonemapped to black...
The ground is an textured phong with exponent map & Bump.
The strange thing about the light Spots on the ground is, that they aren't parallel to the wall !?
any ideas?
IES Light number 18, one tiny polygone emitter. Blackbody 6500 the actual light bulp is a diffuse emitter and gets tonemapped to black...
The ground is an textured phong with exponent map & Bump.
The strange thing about the light Spots on the ground is, that they aren't parallel to the wall !?
any ideas?
- Attachments
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- 380 mpp
- im1194699641.png (891.32 KiB) Viewed 4581 times
Last edited by Zom-B on Sun Nov 11, 2007 4:32 am, edited 1 time in total.
polygonmanufaktur.de
Sorry, I was refering to the light spots on the ground, that have a pattern that is some degrees off the wall...Kram1032 wrote:what do you mean with they aren't paralell?
They look just fine, except if those white spots on the floor aren't supposed to be there....
The whole scene is set up in staying in 90° turns, so why are the artifacts at ~2.5° off the wall???
polygonmanufaktur.de
Hmmm... I tested around with this scene, and tried to use standart black Body on the light bulp.
The strange Spots on the ground stayed, so IES Code don't seem to be the evil behind this
I Also attached the mesh view for the Spot (original work by radiance some long time ago!).
I'll keep on testing...
**EDIT**
OK, it seems that problem is based on the Bump map I use for the floor
I do some further test, because the bump + exponent map shouldn't result in such strange results...
The strange Spots on the ground stayed, so IES Code don't seem to be the evil behind this
I Also attached the mesh view for the Spot (original work by radiance some long time ago!).
I'll keep on testing...
**EDIT**
OK, it seems that problem is based on the Bump map I use for the floor
I do some further test, because the bump + exponent map shouldn't result in such strange results...
- Attachments
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- lamp.png (22.67 KiB) Viewed 4539 times
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- im1194714153.png (970.79 KiB) Viewed 4538 times
polygonmanufaktur.de
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