Hello, some time ago around the year 2015 I was using Luxrender to model and simulate an LED pointed at a flat diffuse target 1m away. Once the model was set up I push the render button, and a separate Luxrender window would open. The render would progress during which time I could choose a tonemapper. I was able to calibrate some multipliers in my LED+light model, and using the False colour tonemapper, I could read the Radiometric intensity by use of the tonemapper gradient, and also read values directly by hover my cursor over the image.
Fast forward to this year, and I am trying to get physically based measurement from LuxCoreRender .....
1) I dont need the mulitpliers I used previously, as the lights can now be set in watts, candelas, or lumens.
2) I can find a section where I can use a false colour tonemapper.
My questions are ...
1) How to I set the colours, banding and scales of the false colour tonemapper?
2) How may I make a physically based light measurement that falls on the target in for example watts per square meter?
I have most likely missed a tutorial and/or missed a section in blender; maybe I am not running the correct software even
Thank you.
L.
Physically based light measurement
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Physically based light measurement
LuxCore doesn't have false tone mapper so I'm wondering where you have found it ? Is it a Blender feature ?
Re: Physically based light measurement
Hi. Yes so I was confused between Blender colour management view transform, and the camera image pipeline tonemapper which I have just found.
Regardless of the view transform, I set the image pipeline tonemapper to linear, I enable the IRRADIANCE AOV, (and the Direct diffuse AOV ) and also enable the Irradiance contours line plugin.
All renders have a grid superimposed, which according to the bubble help means no irradiance info available.
I see nothing in the in either the irradiance or direct diffuse channels.
So my question 1 must be for blender not luxcore sorry.
My question 2 still remains... How do I get an Irrandiance channel either separately, or combined ?
Thank you
L
Regardless of the view transform, I set the image pipeline tonemapper to linear, I enable the IRRADIANCE AOV, (and the Direct diffuse AOV ) and also enable the Irradiance contours line plugin.
All renders have a grid superimposed, which according to the bubble help means no irradiance info available.
I see nothing in the in either the irradiance or direct diffuse channels.
So my question 1 must be for blender not luxcore sorry.
My question 2 still remains... How do I get an Irrandiance channel either separately, or combined ?
Thank you
L
Re: Physically based light measurement
Open the render layer properties and enable the Irradiance AOV.
Re: Physically based light measurement
Check the attached test scene for an example:
Just save the AOV in .exr format than you can do whatever you want with the file
- Attachments
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- irradiance-test.zip
- (89.6 KiB) Downloaded 220 times
Re: Physically based light measurement
Thank you. My problem was that there is no irradiance contours available in the caustic part of the render.
Re: Physically based light measurement
Yes, irradiance AOV uses only eye path samples (while light paths are the one most likely used to render caustics).
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- Posts: 17
- Joined: Wed Oct 28, 2020 2:39 pm
Re: Physically based light measurement
Hello people, I wondered if someone can help me with the attached file, and check why are my Irradiance Contour Lines not working / rendering?
Thank you so much.
File can also be found here:
https://drive.google.com/file/d/1c19wEK ... sp=sharing