Lit up tests
Posted: Thu Apr 05, 2018 5:20 pm
Hi,
I'm trying to simulate realistic impression of cars lighting systems.
This sample came from http://3dmdb.com/. It's not as detailed as my final work flow will require.
Anyway, there are some results that are pretty good within a pretty little amount of time.
My approach is using real world data as much as possible...
There are some open points that I miss, respectivley that I don't know how to set them up.
1 st
I want to create a mesh light source that emits into a material. The faces that are the emitter are part of a complete solid.
The emitting direction is always toward the surface normals, right? My issue is, that I can't take the IOR of the external volume, but only the one from internal volume. Conflict comes if I have to flip my normals to emit into the material, that would turn into an external volume for lux... Did I made my point clear? I'm afraid not.
2 nd
I'd like to define the absorption of volumes by tables (tabulated data in classic lux) to ensure correct red PMMA appearance of tail lamps.
3 rd
The irregular data desciption for emitting specra is hard to use if you want to define a spectrum in 5nm steps, or even smaller.
Would it be possible to create a reference to a somehow external stored table file that is written only once and gives the necessary detail?
4 th
Why can the shadown catcher not be used in BiDir? Is there any option that the shadow catcher also catches light (road illumination).
5 th
I'm really missing the false color luminance map of classic lux, that also delivers some luminance values that could be compared with real world data or other simulation results.
Thank you
BR
I'm trying to simulate realistic impression of cars lighting systems.
This sample came from http://3dmdb.com/. It's not as detailed as my final work flow will require.
Anyway, there are some results that are pretty good within a pretty little amount of time.
My approach is using real world data as much as possible...
There are some open points that I miss, respectivley that I don't know how to set them up.
1 st
I want to create a mesh light source that emits into a material. The faces that are the emitter are part of a complete solid.
The emitting direction is always toward the surface normals, right? My issue is, that I can't take the IOR of the external volume, but only the one from internal volume. Conflict comes if I have to flip my normals to emit into the material, that would turn into an external volume for lux... Did I made my point clear? I'm afraid not.
2 nd
I'd like to define the absorption of volumes by tables (tabulated data in classic lux) to ensure correct red PMMA appearance of tail lamps.
3 rd
The irregular data desciption for emitting specra is hard to use if you want to define a spectrum in 5nm steps, or even smaller.
Would it be possible to create a reference to a somehow external stored table file that is written only once and gives the necessary detail?
4 th
Why can the shadown catcher not be used in BiDir? Is there any option that the shadow catcher also catches light (road illumination).
5 th
I'm really missing the false color luminance map of classic lux, that also delivers some luminance values that could be compared with real world data or other simulation results.
Thank you
BR