[REQ] MeshLight Excitance Multiplier <-- Blender Exporter
Posted: Thu Nov 30, 2006 2:05 pm
As the developers surely already know, there is this conflict where for certain variables Indigo takes as input a number from 0 to infinitum, while in Blender the sliders always have a set maximum and minimum.
IMO, where that Blender limitation becomes more obvious is on the "Emit" value for mesh objects when you are using the SunSky model.
On the current incarnation of the Exporter, the maximum value the user can get on the "Emit"/"Exitant Radiance" is somewhere around 26, wich is fine for the Background lighting model, but totally unadecuate for the SunSky model.
From my experimentation on Indigo with MeshLighs + SunSky+ Reinhard tone mapping, you beggin to get usable results near 1,000,000 on the exitant radiance.
So, what I´m asking is a gloval multiplier setting for all meshlights objects that would default to 1,000,000 when using Reinhard + SunSky. For the default value on other overiment combinations I hadn´t researched further enough, but I´m sure the developers are more in the knowledge than I.
The multiplier value could be a sub-set of the SunSky model only, but I guess that having the multiplier always at hand is a quick and easy way to
re-balance the lighting of the scene without editting every single material.
IMO, where that Blender limitation becomes more obvious is on the "Emit" value for mesh objects when you are using the SunSky model.
On the current incarnation of the Exporter, the maximum value the user can get on the "Emit"/"Exitant Radiance" is somewhere around 26, wich is fine for the Background lighting model, but totally unadecuate for the SunSky model.
From my experimentation on Indigo with MeshLighs + SunSky+ Reinhard tone mapping, you beggin to get usable results near 1,000,000 on the exitant radiance.
So, what I´m asking is a gloval multiplier setting for all meshlights objects that would default to 1,000,000 when using Reinhard + SunSky. For the default value on other overiment combinations I hadn´t researched further enough, but I´m sure the developers are more in the knowledge than I.
The multiplier value could be a sub-set of the SunSky model only, but I guess that having the multiplier always at hand is a quick and easy way to
re-balance the lighting of the scene without editting every single material.