Lights and Importance

Discussion related to the Engine functionality, implementations and API.
Post Reply
User avatar
FarbigeWelt
Donor
Donor
Posts: 714
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Lights and Importance

Post by FarbigeWelt » Mon Jan 28, 2019 1:21 pm

If I underdtand the way importance is working for lights correctly, then it would be great to have a normalization option. Because it looks to me that number of faces of an objet or curve based texts (unknown faces in edit mode) have a big influence on how at least Metropolis renders a scene. To get a correct influence I have divided important by number of faces (simple math can be entered in Blender entry fields) what came close to my intentions. But I have to copy and edit material for each object with diffretent faces, resp. texts.

Copy and paste of material nodes works well if copied node is still available. This helped me setting up few dozen diffrent volumes. It would be great if volumes could be cpoied the same way materials can be.
160.8 | 42.8 (10.7) Gfp / Windows 10 Pro, intel i7 4770K@3.5, 32 GB | AMD R9 290x+R9 390x, 4 GB
17.3 | 19.0 ( 4.7) Gfp / macOS X 13.6, iMac 27'', 2010, intel i7 870@2.93, 24 GB | ATI Radeon HD 5750, 1 GB
#luxcorerender | Gfp = SFFT Gflops

User avatar
Dade
Developer
Developer
Posts: 2599
Joined: Mon Dec 04, 2017 8:36 pm

Re: Lights and Importance

Post by Dade » Mon Jan 28, 2019 1:53 pm

It already works as a scale factor if you use a power base strategy: the power of light source is multiplied by the "importance scale factor" so you can shift up or down the relative importance of a light source.

P.S. for the power of a mesh light source you have to account each face area (i.e. not only the number of faces but also the area of each single face, power base strategies already do that).
Support LuxCoreRender project with salts and bounties

User avatar
FarbigeWelt
Donor
Donor
Posts: 714
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Re: Lights and Importance

Post by FarbigeWelt » Mon Jan 28, 2019 6:50 pm

Dade wrote:
Mon Jan 28, 2019 1:53 pm

P.S. for the power of a mesh light source you have to account each face area (i.e. not only the number of faces but also the area of each single face, power base strategies already do that).
Not that this makes it easier, does it. Have to look around if there is any area reporting tool/plugin in this case.

EDIT: This could be useful for getting mesh volume or area
https://blender.stackexchange.com/quest ... -of-a-mesh
160.8 | 42.8 (10.7) Gfp / Windows 10 Pro, intel i7 4770K@3.5, 32 GB | AMD R9 290x+R9 390x, 4 GB
17.3 | 19.0 ( 4.7) Gfp / macOS X 13.6, iMac 27'', 2010, intel i7 870@2.93, 24 GB | ATI Radeon HD 5750, 1 GB
#luxcorerender | Gfp = SFFT Gflops

User avatar
B.Y.O.B.
Developer
Developer
Posts: 2748
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Lights and Importance

Post by B.Y.O.B. » Mon Jan 28, 2019 7:02 pm

You could use Blender.
N panel in 3D view, enable face info: area.
Attachments
2019-01-28_20-01-17.png
Support LuxCoreRender project with salts and bounties

User avatar
FarbigeWelt
Donor
Donor
Posts: 714
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Re: Lights and Importance

Post by FarbigeWelt » Tue Jan 29, 2019 8:07 am

@B.Y.O.B
Yes, that is correct but only useful if all faces have the same area.
160.8 | 42.8 (10.7) Gfp / Windows 10 Pro, intel i7 4770K@3.5, 32 GB | AMD R9 290x+R9 390x, 4 GB
17.3 | 19.0 ( 4.7) Gfp / macOS X 13.6, iMac 27'', 2010, intel i7 870@2.93, 24 GB | ATI Radeon HD 5750, 1 GB
#luxcorerender | Gfp = SFFT Gflops

Post Reply