multiplier for cut-out emisive lights
alan bard newcomer
Posts: 2,168
Has anyone figured out how much we have to increase the power of pre 420 lights that were at cut-out .0001 to make them the same?
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I have hundreds of renders and it looks like I have to upgrade them all
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one pic is done in 412 the other same scene file in 420
And it wasn't until I had had it in wire shade to edit some polys did I "see" the cutout codes I used to have the street lights put out more illumanation without having the visible bulbs look like mini suns.
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will have to open in opera to add picturesz
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So with a cutout setting of 0.00001 ... the luminance has to be raised from 1,000 to 10,000,000
And now there are pixels to fix.
rw club 2022 test 3 in 412.jpg
2000 x 1000 - 882K
rw club 2022 test 3 in 420.jpg
2000 x 1000 - 826K
invisible cones.jpg
1121 x 909 - 347K
rw club 2022 test 3 in 420 100000000.jpg
2000 x 1000 - 1M
Post edited by alan bard newcomer on
Comments
Luminosity is now multiplied by opacity, so to get the same result you need to divide by the opacity - but note that this will then be bright enough to reflect, reducing its ghostliness.
Ok, I can just save the street lights as a subset in their new numbers.
But how do I kill the "the tinkerbelle effect, the sparkles"?
two sided off, thin wall off. etc?
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I suppose I can use the cheat I did when I needed a small lantern to illuminate a lot of space, which was to crank in up and then (using fixed camera) just rendered the lantern looking normal and layered it in over the scene.
I lantern is the only light source in the scene and it had to be really bright to light the walls so there as a second render of the character and then another of just the lantern to make the picture look "normal".
Our minds are still more incredible than computers it can look at a bright light tone it down, look in a shadow and bring up the light, and then give it to us in real time as we move through a space.