Emission texture and area light
Posted: Sun Aug 12, 2012 8:10 pm
I'm sorry if this is in the wrong place, but I'm using Cinema4D to render this so...
Alright. So I have a polygon object outside the window, and an area light in front of it. I was using the standard render before this and thought I'd try working on practicing Indigo with the same scene, and duplicated the file so I could work on it with Indigo without harming the original. From what I know lights in Indigo can't be made invisible to the render and still emit light, so I disabled the area light, and made the background image a Indigo Diffuse material and pasted the texture into the Emission slot so it would provide light.
So far it worked, but it was a bit dark. I re-enabled the area light and moved it behind the dragon and enabled Light Normalization. It was much brighter, but now the emission texture was no longer providing light, and was a solid grey color. Disabling this allowed it to be visible and provide light again.
When I changed the light type to Blackbody, (which I believe is a more accurate light type than RBG?) the texture was a solid grey and did not provide light even with Light Normalization disabled.
The RGB light is just a bit too bright, and changing the gamma did not appear to help much - unless the RGB light's brightness is controlled by the C4D Light's data? It's at 130% there if that affects anything.
This is all with only an emission texture added, if I put the texture into the Color channel as well the texture can be seen with these lights enabled, but it won't provide any light.
I seem to have some problems with Indigo's blackbody light - it's pretty detailed, but if I have two blackbody lights in the same scene, one always seems to "override" the other in terms of color. But that's off-topic.
So I suppose I am asking, am I doing something wrong? Is there a better way to approach this? And should I just use the RGB light type for this scene?
Alright. So I have a polygon object outside the window, and an area light in front of it. I was using the standard render before this and thought I'd try working on practicing Indigo with the same scene, and duplicated the file so I could work on it with Indigo without harming the original. From what I know lights in Indigo can't be made invisible to the render and still emit light, so I disabled the area light, and made the background image a Indigo Diffuse material and pasted the texture into the Emission slot so it would provide light.
So far it worked, but it was a bit dark. I re-enabled the area light and moved it behind the dragon and enabled Light Normalization. It was much brighter, but now the emission texture was no longer providing light, and was a solid grey color. Disabling this allowed it to be visible and provide light again.
When I changed the light type to Blackbody, (which I believe is a more accurate light type than RBG?) the texture was a solid grey and did not provide light even with Light Normalization disabled.
The RGB light is just a bit too bright, and changing the gamma did not appear to help much - unless the RGB light's brightness is controlled by the C4D Light's data? It's at 130% there if that affects anything.
This is all with only an emission texture added, if I put the texture into the Color channel as well the texture can be seen with these lights enabled, but it won't provide any light.
I seem to have some problems with Indigo's blackbody light - it's pretty detailed, but if I have two blackbody lights in the same scene, one always seems to "override" the other in terms of color. But that's off-topic.
So I suppose I am asking, am I doing something wrong? Is there a better way to approach this? And should I just use the RGB light type for this scene?